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alltypes
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abstract class A_nAABBTree : BoundingBox, IGraphNode
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protected A_nAABBTree()
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember!): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun addToMembers(object: IGraphNodeMember!): Unit
protected open fun addToOutside(object: IGraphNodeMember!): Unit
protected open fun calculateChildSideLengths(): Unit
open fun canMerge(): Boolean
protected var CHILD_COUNT: Int
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume!): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
protected abstract fun destroy(): Unit
open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
protected open fun getChildRegion(): Int
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected open fun grow(): Unit
protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
protected abstract fun init(): Unit
protected open fun internalAddObject(object: IGraphNodeMember!): Unit
open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
protected var mChildLengths: Vector3!
protected var mChildRegion: Int
protected var mChildren: Array<A_nAABBTree!>!
protected open fun merge(): Unit
protected var mGrowThreshold: Int
protected var mMembers: MutableList<IGraphNodeMember!>!
protected var mMergeThreshold: Int
protected val mMMatrix: Matrix4!
protected var mOutside: MutableList<IGraphNodeMember!>!
protected var mOverlap: Int
protected var mParent: A_nAABBTree!
protected val mPosition: Vector3!
protected var mRecursiveAdd: Boolean
protected var mRecursiveRemove: Boolean
protected var mShrinkThreshold: Int
protected var mSplit: Boolean
protected var mSplitThreshold: Int
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
open fun removeObject(object: IGraphNodeMember!): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun setBounds(member: IGraphNodeMember!): Unit
protected open fun setBounds(child: Int): Unit
protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
protected open fun shrink(): Unit
protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
protected open fun split(): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember!): Unit
abstract class A_nAABBTree : BoundingBox, IGraphNode
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protected A_nAABBTree()
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember!): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun addToMembers(object: IGraphNodeMember!): Unit
protected open fun addToOutside(object: IGraphNodeMember!): Unit
protected open fun calculateChildSideLengths(): Unit
open fun canMerge(): Boolean
protected var CHILD_COUNT: Int
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume!): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
protected abstract fun destroy(): Unit
open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
protected open fun getChildRegion(): Int
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected open fun grow(): Unit
protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
protected abstract fun init(): Unit
protected open fun internalAddObject(object: IGraphNodeMember!): Unit
open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
protected var mChildLengths: Vector3!
protected var mChildRegion: Int
protected var mChildren: Array<A_nAABBTree!>!
protected open fun merge(): Unit
protected var mGrowThreshold: Int
protected var mMembers: MutableList<IGraphNodeMember!>!
protected var mMergeThreshold: Int
protected val mMMatrix: Matrix4!
protected var mOutside: MutableList<IGraphNodeMember!>!
protected var mOverlap: Int
protected var mParent: A_nAABBTree!
protected val mPosition: Vector3!
protected var mRecursiveAdd: Boolean
protected var mRecursiveRemove: Boolean
protected var mShrinkThreshold: Int
protected var mSplit: Boolean
protected var mSplitThreshold: Int
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
open fun removeObject(object: IGraphNodeMember!): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun setBounds(member: IGraphNodeMember!): Unit
protected open fun setBounds(child: Int): Unit
protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
protected open fun shrink(): Unit
protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
protected open fun split(): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember!): Unit
abstract class AAnimationObject3D : Object3D
abstract class AAnimationObject3D : Object3D
abstract class ABaseObjectBlockParser : ABlockParser
abstract class ABaseObjectBlockParser : ABlockParser
abstract class ABlockLoader : LoaderAWD.IBlockParser
abstract class ABlockLoader : LoaderAWD.IBlockParser
abstract class ABlockParser : LoaderAWD.IBlockParser
abstract class ABlockParser : LoaderAWD.IBlockParser
abstract class ACompressedTexture : ATexture
abstract class ACompressedTexture : ATexture
abstract class AExportableBlockParser : ABaseObjectBlockParser
abstract class AExportableBlockParser : ABaseObjectBlockParser
abstract class AFrameTask : Runnable
abstract class AFrameTask : Runnable
abstract class ALight : ATransformable3D
abstract class ALight : ATransformable3D
abstract class ALoader : ILoader
abstract class ALoader : ILoader
open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class AlphaMapTexture : ASingleTexture
open class AlphaMapTexture : ASingleTexture
open class AlphaMaskMaterialPlugin : IMaterialPlugin
open class AlphaMaskMaterialPlugin : IMaterialPlugin
open class AlphaMaterialPlugin : IMaterialPlugin
open class AlphaMaterialPlugin : IMaterialPlugin
abstract class AMeshLoader : ALoader, IMeshLoader
abstract class AMeshLoader : ALoader, IMeshLoader
abstract class AMultiTexture : ATexture
abstract class AMultiTexture : ATexture
open class AnimatedGIFTexture : ASingleTexture
open class AnimatedGIFTexture : ASingleTexture
abstract class Animation : Playable
abstract class Animation : Playable
abstract class Animation3D : Animation
abstract class Animation3D : Animation
open class AnimationGroup : Animation
open class AnimationGroup : Animation
open class AnimationQueue : AnimationGroup
open class AnimationQueue : AnimationGroup
abstract class AObjectCamera : Camera
abstract class AObjectCamera : Camera
abstract class APass : IPass
abstract class APass : IPass
abstract class APostProcessingEffect : IPostProcessingEffect
abstract class APostProcessingEffect : IPostProcessingEffect
open class ArcballCamera : Camera
open class ArcballCamera : Camera
open class ArchimedeanSpiral3D : ASpiral3D
open class ArchimedeanSpiral3D : ASpiral3D
abstract class AResourceManager
abstract class AResourceManager
open class ArrayUtils
open class ArrayUtils
abstract class ASceneFrameCallback
abstract class ASceneFrameCallback
abstract class AShader : AShaderBase
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AShader()
AShader(shaderType: AShader.ShaderType!)
AShader(shaderType: AShader.ShaderType!, resourceId: Int)
AShader(shaderType: AShader.ShaderType!, shaderString: String!)
open fun abs(value: String!): String!
open fun abs(value: AShaderBase.ShaderVar!): String!
open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addFunction(name: String!, implementation: String!): String!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
open fun addPreprocessorDirective(directive: String!): Unit
open fun addShaderFragment(fragment: IShaderFragment!): Unit
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
open fun applyParams(): Unit
open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun buildShader(): Unit
open fun castInt(value: Float): AShaderBase.ShaderVar!
open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castInt(value: String!): AShaderBase.ShaderVar!
open fun castMat3(value: Float): AShaderBase.ShaderVar!
open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castMat4(value: Float): AShaderBase.ShaderVar!
open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: Float): AShaderBase.ShaderVar!
open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(var: String!): AShaderBase.ShaderVar!
open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(var: String!): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
open class Condition
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Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
open fun getJoinOperator(): AShader.Operator!
open fun getLeftValue(): AShaderBase.ShaderVar!
open fun getOperator(): AShader.Operator!
open fun getRightValue(): String!
open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun discard(): Unit
open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun endif(): Unit
open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getAttribLocation(programHandle: Int, name: String!): Int
open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getFunctions(): Hashtable<String!, String!>!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getPreprocessorDirectives(): MutableList<String!>!
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String!): IShaderFragment!
open fun getShaderString(): String!
open fun getShaderType(): AShader.ShaderType!
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
protected open fun getUniformLocation(programHandle: Int, name: String!): Int
open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
protected val GL_POSITION: AShaderBase.GLPosition!
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: AShader.Condition!): Unit
open fun ifelseif(condition: AShader.Condition!): Unit
open fun initialize(): Unit
open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun main(): Unit
open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected var mNeedsBuild: Boolean
open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
protected var mProgramHandle: Int
protected var mShaderFragments: MutableList<IShaderFragment!>!
protected var mShaderString: String!
open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun needsBuild(): Boolean
open fun normalize(value: String!): String!
open fun normalize(value: AShaderBase.ShaderVar!): String!
class Operator
open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
open fun setUniform1f(name: String!, value: Float): Unit
open fun setUniform1i(name: String!, value: Int): Unit
open fun setUniform2fv(name: String!, value: FloatArray!): Unit
open fun setUniform3fv(name: String!, value: FloatArray!): Unit
static var SHADER_ID: String!
class ShaderType
open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun startif(vararg conditions: AShader.Condition!): Unit
open fun startif(condition: AShader.Condition!): Unit
open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
abstract class AShader : AShaderBase
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AShader()
AShader(shaderType: AShader.ShaderType!)
AShader(shaderType: AShader.ShaderType!, resourceId: Int)
AShader(shaderType: AShader.ShaderType!, shaderString: String!)
open fun abs(value: String!): String!
open fun abs(value: AShaderBase.ShaderVar!): String!
open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addFunction(name: String!, implementation: String!): String!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
open fun addPreprocessorDirective(directive: String!): Unit
open fun addShaderFragment(fragment: IShaderFragment!): Unit
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
open fun applyParams(): Unit
open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun buildShader(): Unit
open fun castInt(value: Float): AShaderBase.ShaderVar!
open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castInt(value: String!): AShaderBase.ShaderVar!
open fun castMat3(value: Float): AShaderBase.ShaderVar!
open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castMat4(value: Float): AShaderBase.ShaderVar!
open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: Float): AShaderBase.ShaderVar!
open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(var: String!): AShaderBase.ShaderVar!
open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(var: String!): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
open class Condition
Module Contents
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
open fun getJoinOperator(): AShader.Operator!
open fun getLeftValue(): AShaderBase.ShaderVar!
open fun getOperator(): AShader.Operator!
open fun getRightValue(): String!
open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun discard(): Unit
open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun endif(): Unit
open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getAttribLocation(programHandle: Int, name: String!): Int
open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getFunctions(): Hashtable<String!, String!>!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getPreprocessorDirectives(): MutableList<String!>!
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String!): IShaderFragment!
open fun getShaderString(): String!
open fun getShaderType(): AShader.ShaderType!
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
protected open fun getUniformLocation(programHandle: Int, name: String!): Int
open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
protected val GL_POSITION: AShaderBase.GLPosition!
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: AShader.Condition!): Unit
open fun ifelseif(condition: AShader.Condition!): Unit
open fun initialize(): Unit
open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun main(): Unit
open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected var mNeedsBuild: Boolean
open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
protected var mProgramHandle: Int
protected var mShaderFragments: MutableList<IShaderFragment!>!
protected var mShaderString: String!
open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun needsBuild(): Boolean
open fun normalize(value: String!): String!
open fun normalize(value: AShaderBase.ShaderVar!): String!
class Operator
open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
open fun setUniform1f(name: String!, value: Float): Unit
open fun setUniform1i(name: String!, value: Int): Unit
open fun setUniform2fv(name: String!, value: FloatArray!): Unit
open fun setUniform3fv(name: String!, value: FloatArray!): Unit
static var SHADER_ID: String!
class ShaderType
open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun startif(vararg conditions: AShader.Condition!): Unit
open fun startif(condition: AShader.Condition!): Unit
open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
abstract class AShaderBase
Module Contents
AShaderBase()
class DataType
class DefaultShaderVar : AShaderBase.IGlobalShaderVar
protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected class GLDepthRange : AShaderBase.RVec3
protected class GLFragColor : AShaderBase.RVec4
protected class GLFragCoord : AShaderBase.RVec4
protected class GLPointCoord : AShaderBase.RVec2
protected class GLPointSize : AShaderBase.RFloat
protected class GLPosition : AShaderBase.RVec4
interface IGlobalShaderVar
protected var mShaderSB: StringBuilder!
protected var mVarCount: Int
class Precision
protected open class RBool : AShaderBase.ShaderVar
protected open class RFloat : AShaderBase.ShaderVar
protected open class RInt : AShaderBase.ShaderVar
protected open class RMat3 : AShaderBase.ShaderVar
protected open class RMat4 : AShaderBase.RMat3
Module Contents
RMat4()
RMat4(name: String!)
RMat4(value: AShaderBase.ShaderVar!)
open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
protected open class RSampler2D : AShaderBase.RVec4
protected open class RSamplerCube : AShaderBase.RSampler2D
protected open class RSamplerExternalOES : AShaderBase.RSampler2D
protected open class RVec2 : AShaderBase.ShaderVar
protected open class RVec3 : AShaderBase.RVec2
protected open class RVec4 : AShaderBase.RVec3
protected open class ShaderVar
Module Contents
ShaderVar()
ShaderVar(dataType: AShaderBase.DataType!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun add(value: Float): AShaderBase.ShaderVar!
open fun assign(value: AShaderBase.ShaderVar!): Unit
open fun assign(value: String!): Unit
open fun assign(value: Float): Unit
open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
open fun assignAdd(value: Float): Unit
open fun assignAdd(value: String!): Unit
open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
open fun assignMultiply(value: Float): Unit
open fun assignMultiply(value: String!): Unit
open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
open fun assignSubtract(value: Float): Unit
open fun assignSubtract(value: String!): Unit
open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value: Float): AShaderBase.ShaderVar!
open fun elementAt(index: Int): AShaderBase.ShaderVar!
open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun elementAt(index: String!): AShaderBase.ShaderVar!
protected open fun generateName(): String!
open fun getArraySize(): Int
open fun getDataType(): AShaderBase.DataType!
open fun getName(): String!
open fun getValue(): String!
open fun getVarName(): String!
open fun isArray(size: Int): Unit
open fun isArray(): Boolean
protected open fun isGlobal(value: Boolean): Unit
protected open fun isGlobal(): Boolean
protected var mArraySize: Int
protected var mDataType: AShaderBase.DataType!
protected var mInitialized: Boolean
protected var mIsArray: Boolean
protected var mIsGlobal: Boolean
protected var mName: String!
open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: Float): AShaderBase.ShaderVar!
protected var mValue: String!
open fun negate(): AShaderBase.ShaderVar!
open fun setName(name: String!): Unit
open fun setValue(value: String!): Unit
open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value: Float): AShaderBase.ShaderVar!
protected open fun writeAssign(value: String!): Unit
protected open fun writeInitialize(): Unit
protected open fun writeInitialize(value: String!): Unit
abstract class AShaderBase
Module Contents
AShaderBase()
class DataType
class DefaultShaderVar : AShaderBase.IGlobalShaderVar
protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected class GLDepthRange : AShaderBase.RVec3
protected class GLFragColor : AShaderBase.RVec4
protected class GLFragCoord : AShaderBase.RVec4
protected class GLPointCoord : AShaderBase.RVec2
protected class GLPointSize : AShaderBase.RFloat
protected class GLPosition : AShaderBase.RVec4
interface IGlobalShaderVar
protected var mShaderSB: StringBuilder!
protected var mVarCount: Int
class Precision
protected open class RBool : AShaderBase.ShaderVar
protected open class RFloat : AShaderBase.ShaderVar
protected open class RInt : AShaderBase.ShaderVar
protected open class RMat3 : AShaderBase.ShaderVar
protected open class RMat4 : AShaderBase.RMat3
Module Contents
RMat4()
RMat4(name: String!)
RMat4(value: AShaderBase.ShaderVar!)
open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
protected open class RSampler2D : AShaderBase.RVec4
protected open class RSamplerCube : AShaderBase.RSampler2D
protected open class RSamplerExternalOES : AShaderBase.RSampler2D
protected open class RVec2 : AShaderBase.ShaderVar
protected open class RVec3 : AShaderBase.RVec2
protected open class RVec4 : AShaderBase.RVec3
protected open class ShaderVar
Module Contents
ShaderVar()
ShaderVar(dataType: AShaderBase.DataType!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun add(value: Float): AShaderBase.ShaderVar!
open fun assign(value: AShaderBase.ShaderVar!): Unit
open fun assign(value: String!): Unit
open fun assign(value: Float): Unit
open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
open fun assignAdd(value: Float): Unit
open fun assignAdd(value: String!): Unit
open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
open fun assignMultiply(value: Float): Unit
open fun assignMultiply(value: String!): Unit
open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
open fun assignSubtract(value: Float): Unit
open fun assignSubtract(value: String!): Unit
open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value: Float): AShaderBase.ShaderVar!
open fun elementAt(index: Int): AShaderBase.ShaderVar!
open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun elementAt(index: String!): AShaderBase.ShaderVar!
protected open fun generateName(): String!
open fun getArraySize(): Int
open fun getDataType(): AShaderBase.DataType!
open fun getName(): String!
open fun getValue(): String!
open fun getVarName(): String!
open fun isArray(size: Int): Unit
open fun isArray(): Boolean
protected open fun isGlobal(value: Boolean): Unit
protected open fun isGlobal(): Boolean
protected var mArraySize: Int
protected var mDataType: AShaderBase.DataType!
protected var mInitialized: Boolean
protected var mIsArray: Boolean
protected var mIsGlobal: Boolean
protected var mName: String!
open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: Float): AShaderBase.ShaderVar!
protected var mValue: String!
open fun negate(): AShaderBase.ShaderVar!
open fun setName(name: String!): Unit
open fun setValue(value: String!): Unit
open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value: Float): AShaderBase.ShaderVar!
protected open fun writeAssign(value: String!): Unit
protected open fun writeInitialize(): Unit
protected open fun writeInitialize(value: String!): Unit
abstract class ASingleTexture : ATexture
abstract class ASingleTexture : ATexture
abstract class ASpiral3D : ICurve3D
abstract class ASpiral3D : ICurve3D
open class AtcTexture : ACompressedTexture
open class AtcTexture : ACompressedTexture
abstract class ATexture
abstract class ATexture
abstract class ATextureBlockParser : ABlockParser
abstract class ATextureBlockParser : ABlockParser
abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode!
open fun getLookAt(): Vector3!
open fun getModelMatrix(): Matrix4!
open fun getOrientation(quat: Quaternion!): Quaternion!
open fun getOrientation(): Quaternion!
open fun getPosition(): Vector3!
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3!
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
protected open fun markModelMatrixDirty(): Unit
protected var mGraphNode: IGraphNode!
protected var mInsideGraph: Boolean
protected var mIsCamera: Boolean
protected var mIsModelMatrixDirty: Boolean
protected var mLookAt: Vector3!
protected var mLookAtEnabled: Boolean
protected var mLookAtValid: Boolean
protected val mMMatrix: Matrix4!
protected val mOrientation: Quaternion!
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
protected val mPosition: Vector3!
protected val mScale: Vector3!
protected val mTempVec: Vector3!
protected val mTmpOrientation: Quaternion!
protected val mUpAxis: Vector3!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetToLookAt(): ATransformable3D!
open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
open fun resetUpAxis(): ATransformable3D!
open fun rotate(quat: Quaternion!): ATransformable3D!
open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun rotate(matrix: Matrix4!): ATransformable3D!
open fun rotateAround(axis: Vector3!, angle: Double): Unit
open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3!): ATransformable3D!
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
open fun setOrientation(quat: Quaternion!): ATransformable3D!
open fun setPosition(position: Vector3!): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotation(quat: Quaternion!): ATransformable3D!
open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun setRotation(matrix: Matrix4!): ATransformable3D!
open fun setRotation(rotation: Vector3!): ATransformable3D!
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
open fun setRotX(rotX: Double): ATransformable3D!
open fun setRotY(rotY: Double): ATransformable3D!
open fun setRotZ(rotZ: Double): ATransformable3D!
open fun setScale(scale: Vector3!): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScale(scale: Double): ATransformable3D!
open fun setScaleX(scale: Double): ATransformable3D!
open fun setScaleY(scale: Double): ATransformable3D!
open fun setScaleZ(scale: Double): ATransformable3D!
open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode!
open fun getLookAt(): Vector3!
open fun getModelMatrix(): Matrix4!
open fun getOrientation(quat: Quaternion!): Quaternion!
open fun getOrientation(): Quaternion!
open fun getPosition(): Vector3!
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3!
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
protected open fun markModelMatrixDirty(): Unit
protected var mGraphNode: IGraphNode!
protected var mInsideGraph: Boolean
protected var mIsCamera: Boolean
protected var mIsModelMatrixDirty: Boolean
protected var mLookAt: Vector3!
protected var mLookAtEnabled: Boolean
protected var mLookAtValid: Boolean
protected val mMMatrix: Matrix4!
protected val mOrientation: Quaternion!
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
protected val mPosition: Vector3!
protected val mScale: Vector3!
protected val mTempVec: Vector3!
protected val mTmpOrientation: Quaternion!
protected val mUpAxis: Vector3!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetToLookAt(): ATransformable3D!
open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
open fun resetUpAxis(): ATransformable3D!
open fun rotate(quat: Quaternion!): ATransformable3D!
open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun rotate(matrix: Matrix4!): ATransformable3D!
open fun rotateAround(axis: Vector3!, angle: Double): Unit
open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3!): ATransformable3D!
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
open fun setOrientation(quat: Quaternion!): ATransformable3D!
open fun setPosition(position: Vector3!): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotation(quat: Quaternion!): ATransformable3D!
open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun setRotation(matrix: Matrix4!): ATransformable3D!
open fun setRotation(rotation: Vector3!): ATransformable3D!
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
open fun setRotX(rotX: Double): ATransformable3D!
open fun setRotY(rotY: Double): ATransformable3D!
open fun setRotZ(rotZ: Double): ATransformable3D!
open fun setScale(scale: Vector3!): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScale(scale: Double): ATransformable3D!
open fun setScaleX(scale: Double): ATransformable3D!
open fun setScaleY(scale: Double): ATransformable3D!
open fun setScaleZ(scale: Double): ATransformable3D!
open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
open class BlendPass : EffectPass
open class BlendPass : EffectPass
open class BlockAnimationSet : ABlockParser
open class BlockAnimationSet : ABlockParser
open class BlockAnimator : ABlockParser
open class BlockAnimator : ABlockParser
open class BlockBitmapTexture : ABlockParser
open class BlockBitmapTexture : ABlockParser
open class BlockCamera : ABlockParser
open class BlockCamera : ABlockParser
open class BlockCommand : ABlockParser
open class BlockCommand : ABlockParser
open class BlockContainer : ABaseObjectBlockParser
open class BlockContainer : ABaseObjectBlockParser
open class BlockCubeTexture : ABlockParser
open class BlockCubeTexture : ABlockParser
open class BlockLight : ABlockParser
open class BlockLight : ABlockParser
open class BlockLightPicker : ABlockParser
open class BlockLightPicker : ABlockParser
open class BlockMeshInstance : AExportableBlockParser
open class BlockMeshInstance : AExportableBlockParser
open class BlockMeshPose : ABlockParser
open class BlockMeshPose : ABlockParser
open class BlockMeshPoseAnimation : ABlockParser
open class BlockMeshPoseAnimation : ABlockParser
open class BlockMetaData : ABlockParser
open class BlockMetaData : ABlockParser
open class BlockNamespace : ABlockParser
open class BlockNamespace : ABlockParser
open class BlockPrimitiveGeometry : ABaseObjectBlockParser
open class BlockPrimitiveGeometry : ABaseObjectBlockParser
open class BlockScene : ABlockParser
open class BlockScene : ABlockParser
open class BlockShadowMethod : ABlockParser
open class BlockShadowMethod : ABlockParser
open class BlockSharedMethod : ABlockParser
open class BlockSharedMethod : ABlockParser
open class BlockSimpleMaterial : ATextureBlockParser
open class BlockSimpleMaterial : ATextureBlockParser
open class BlockSkeleton : ABlockParser
open class BlockSkeleton : ABlockParser
open class BlockSkeletonAnimation : ABlockParser
open class BlockSkeletonAnimation : ABlockParser
open class BlockSkeletonPose : ABlockParser
open class BlockSkeletonPose : ABlockParser
open class BlockSkybox : ABlockParser
open class BlockSkybox : ABlockParser
open class BlockTextureProjector : ABlockParser
open class BlockTextureProjector : ABlockParser
open class BlockTriangleGeometry : ABaseObjectBlockParser
open class BlockTriangleGeometry : ABaseObjectBlockParser
open class BlockUVAnimation : ABlockParser
open class BlockUVAnimation : ABlockParser
open class BloomEffect : APostProcessingEffect
open class BloomEffect : APostProcessingEffect
open class BlurPass : EffectPass
open class BlurPass : EffectPass
open class BoundingBox : IBoundingVolume
open class BoundingBox : IBoundingVolume
open class BoundingSphere : IBoundingVolume
open class BoundingSphere : IBoundingVolume
open class BufferInfo
open class BufferInfo
class BuildConfig
class BuildConfig
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera!
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum!
open fun getFrustumCorners(points: Array<Vector3!>!): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getViewMatrix(): Matrix4!
open fun isInitialized(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mCameraDirty: Boolean
protected var mFarPlane: Double
protected var mFieldOfView: Double
protected var mFrustum: Frustum!
protected var mFrustumCorners: Array<Vector3!>!
protected val mFrustumLock: Any!
protected var mIsInitialized: Boolean
protected var mLastHeight: Int
protected var mLastWidth: Int
protected var mLocalOrientation: Quaternion!
protected var mNearPlane: Double
protected val mProjMatrix: Matrix4!
protected val mScratchMatrix: Matrix4!
protected val mViewMatrix: Matrix4!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion!): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4!): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4!): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera!
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum!
open fun getFrustumCorners(points: Array<Vector3!>!): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getViewMatrix(): Matrix4!
open fun isInitialized(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mCameraDirty: Boolean
protected var mFarPlane: Double
protected var mFieldOfView: Double
protected var mFrustum: Frustum!
protected var mFrustumCorners: Array<Vector3!>!
protected val mFrustumLock: Any!
protected var mIsInitialized: Boolean
protected var mLastHeight: Int
protected var mLastWidth: Int
protected var mLocalOrientation: Quaternion!
protected var mNearPlane: Double
protected val mProjMatrix: Matrix4!
protected val mScratchMatrix: Matrix4!
protected val mViewMatrix: Matrix4!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion!): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4!): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4!): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera2D : Camera
open class Camera2D : Camera
open class Capabilities
open class Capabilities
open class CatmullRomCurve3D : ICurve3D
open class CatmullRomCurve3D : ICurve3D
open class ChaseCamera : AObjectCamera
open class ChaseCamera : AObjectCamera
open class ClearMaskPass : APass
open class ClearMaskPass : APass
open class CoalesceAnimation3D : Animation3D
open class CoalesceAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorThresholdPass : EffectPass
open class ColorThresholdPass : EffectPass
open class CompoundCurve3D : ICurve3D
open class CompoundCurve3D : ICurve3D
open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class CookTorranceFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class CoordinateTrident : Object3D
open class CoordinateTrident : Object3D
open class CopyPass : Material
open class CopyPass : Material
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget!
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget!
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class Cube : Object3D
open class Cube : Object3D
open class CubeMapTexture : AMultiTexture
open class CubeMapTexture : AMultiTexture
open class CubicBezierCurve3D : ICurve3D
open class CubicBezierCurve3D : ICurve3D
open class Cylinder : Object3D
open class Cylinder : Object3D
abstract class Daydream : DreamService, IDisplay
abstract class Daydream : DreamService, IDisplay
open class DebugBoundingBox : DebugObject3D
open class DebugBoundingBox : DebugObject3D
open class DebugCamera : DebugObject3D
open class DebugCamera : DebugObject3D
open class DebugLight : DebugObject3D
open class DebugLight : DebugObject3D
open class DebugObject3D : Line3D
open class DebugObject3D : Line3D
abstract class DebugRenderer : Renderer
abstract class DebugRenderer : Renderer
open class DebugVisualizer : Object3D
open class DebugVisualizer : Object3D
open class DecalMaterialPlugin : IMaterialPlugin
open class DecalMaterialPlugin : IMaterialPlugin
open class DepthMaterialPlugin : IMaterialPlugin
open class DepthMaterialPlugin : IMaterialPlugin
open class DepthPass : APass
open class DepthPass : APass
abstract class DiffuseMethod
abstract class DiffuseMethod
open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class DirectionalLight : ALight
open class DirectionalLight : ALight
open class Dxt1Texture : ACompressedTexture
open class Dxt1Texture : ACompressedTexture
open class EffectPass : APass
open class EffectPass : APass
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
protected open fun applyTransformation(): Unit
protected var mAngle: Double
protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
protected var mEccentricity: Double
protected var mFocalPoint: Vector3!
protected var mNormal: Vector3!
protected var mPeriapsis: Vector3!
protected var mScratch1: Vector3!
protected var mScratch2: Vector3!
protected var mScratch3: Vector3!
class OrbitDirection
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
protected open fun applyTransformation(): Unit
protected var mAngle: Double
protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
protected var mEccentricity: Double
protected var mFocalPoint: Vector3!
protected var mNormal: Vector3!
protected var mPeriapsis: Vector3!
protected var mScratch1: Vector3!
protected var mScratch2: Vector3!
protected var mScratch3: Vector3!
class OrbitDirection
open class EmissionMaterialPlugin : IMaterialPlugin
open class EmissionMaterialPlugin : IMaterialPlugin
open class EmptyGL10 : GL10
Module Contents
EmptyGL10()
open fun glActiveTexture(texture: Int): Unit
open fun glAlphaFunc(func: Int, ref: Float): Unit
open fun glAlphaFuncx(func: Int, ref: Int): Unit
open fun glBindTexture(target: Int, texture: Int): Unit
open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
open fun glClear(mask: Int): Unit
open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glClearDepthf(depth: Float): Unit
open fun glClearDepthx(depth: Int): Unit
open fun glClearStencil(s: Int): Unit
open fun glClientActiveTexture(texture: Int): Unit
open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit
open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit
open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun glCullFace(mode: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit
open fun glDepthFunc(func: Int): Unit
open fun glDepthMask(flag: Boolean): Unit
open fun glDepthRangef(zNear: Float, zFar: Float): Unit
open fun glDepthRangex(zNear: Int, zFar: Int): Unit
open fun glDisable(cap: Int): Unit
open fun glDisableClientState(array: Int): Unit
open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit
open fun glEnable(cap: Int): Unit
open fun glEnableClientState(array: Int): Unit
open fun glFinish(): Unit
open fun glFlush(): Unit
open fun glFogf(pname: Int, param: Float): Unit
open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glFogfv(pname: Int, params: FloatBuffer!): Unit
open fun glFogx(pname: Int, param: Int): Unit
open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glFogxv(pname: Int, params: IntBuffer!): Unit
open fun glFrontFace(mode: Int): Unit
open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glGenTextures(n: Int, textures: IntBuffer!): Unit
open fun glGetError(): Int
open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit
open fun glGetString(name: Int): String!
open fun glHint(target: Int, mode: Int): Unit
open fun glLightf(light: Int, pname: Int, param: Float): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit
open fun glLightModelf(pname: Int, param: Float): Unit
open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit
open fun glLightModelx(pname: Int, param: Int): Unit
open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit
open fun glLightx(light: Int, pname: Int, param: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit
open fun glLineWidth(width: Float): Unit
open fun glLineWidthx(width: Int): Unit
open fun glLoadIdentity(): Unit
open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit
open fun glLoadMatrixf(m: FloatBuffer!): Unit
open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit
open fun glLoadMatrixx(m: IntBuffer!): Unit
open fun glLogicOp(opcode: Int): Unit
open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit
open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit
open fun glMatrixMode(mode: Int): Unit
open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit
open fun glMultMatrixf(m: FloatBuffer!): Unit
open fun glMultMatrixx(m: IntArray!, offset: Int): Unit
open fun glMultMatrixx(m: IntBuffer!): Unit
open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit
open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glPixelStorei(pname: Int, param: Int): Unit
open fun glPointSize(size: Float): Unit
open fun glPointSizex(size: Int): Unit
open fun glPolygonOffset(factor: Float, units: Float): Unit
open fun glPolygonOffsetx(factor: Int, units: Int): Unit
open fun glPopMatrix(): Unit
open fun glPushMatrix(): Unit
open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
open fun glSampleCoverage(value: Float, invert: Boolean): Unit
open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
open fun glScalef(x: Float, y: Float, z: Float): Unit
open fun glScalex(x: Int, y: Int, z: Int): Unit
open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun glShadeModel(mode: Int): Unit
open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun glStencilMask(mask: Int): Unit
open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit
open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit
open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glTranslatef(x: Float, y: Float, z: Float): Unit
open fun glTranslatex(x: Int, y: Int, z: Int): Unit
open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class Etc1Texture : ACompressedTexture
open class Etc1Texture : ACompressedTexture
open class Etc2Texture : ACompressedTexture
open class Etc2Texture : ACompressedTexture
open class ETC2Util
open class ETC2Util
open class ExplodingAnimation3D : Animation3D
open class ExplodingAnimation3D : Animation3D
open class ExplodingMaterialPlugin : IMaterialPlugin
open class ExplodingMaterialPlugin : IMaterialPlugin
open class FBXValues
open class FBXValues
open class FirstPersonCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class FogMaterialPlugin : IMaterialPlugin
open class FogMaterialPlugin : IMaterialPlugin
open class FragmentShader : AShader
open class FragmentShader : AShader
open class FresnelMaterialPlugin : AShader, IMaterialPlugin
open class FresnelMaterialPlugin : AShader, IMaterialPlugin
open class Frustum
open class Frustum
open class FXAAPass : EffectPass
open class FXAAPass : EffectPass
open class Geometry3D
Module Contents
Geometry3D()
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
class BufferType
static val BYTE_SIZE_BYTES: Int
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
static val COLOR_BUFFER_KEY: Int
open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
open fun copyFromGeometry3D(geom: Geometry3D!): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
static val FLOAT_SIZE_BYTES: Int
open fun getBoundingBox(): BoundingBox!
open fun getBoundingSphere(): BoundingSphere!
open fun getColorBufferInfo(): BufferInfo!
open fun getColors(): FloatBuffer!
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
open fun getIndexBufferInfo(): BufferInfo!
open fun getIndices(): IntBuffer!
open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
open fun getNormalBufferInfo(): BufferInfo!
open fun getNormals(): FloatBuffer!
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo!
open fun getTextureCoords(): FloatBuffer!
open fun getVertexBufferInfo(): BufferInfo!
open fun getVertices(): FloatBuffer!
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
open fun isValid(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mBoundingSphere: BoundingSphere!
protected val mBuffers: ArrayList<BufferInfo!>!
protected var mHasNormals: Boolean
protected var mHasTextureCoordinates: Boolean
protected var mHaveCreatedBuffers: Boolean
protected var mNumIndices: Int
protected var mNumVertices: Int
protected var mOriginalGeometry: Geometry3D!
static val NORMAL_BUFFER_KEY: Int
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray!): Unit
open fun setColors(colors: FloatArray!, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
open fun setIndices(indices: IntArray!): Unit
open fun setIndices(indices: IntArray!, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
open fun setNormals(normals: FloatArray!): Unit
open fun setNormals(normals: FloatArray!, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer!): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
open fun setTextureCoords(textureCoords: FloatArray!): Unit
open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
open fun setVertices(vertices: FloatArray!): Unit
open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer!): Unit
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
open fun toString(): String
open fun validateBuffers(): Unit
static val VERTEX_BUFFER_KEY: Int
open class Geometry3D
Module Contents
Geometry3D()
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
class BufferType
static val BYTE_SIZE_BYTES: Int
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
static val COLOR_BUFFER_KEY: Int
open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
open fun copyFromGeometry3D(geom: Geometry3D!): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
static val FLOAT_SIZE_BYTES: Int
open fun getBoundingBox(): BoundingBox!
open fun getBoundingSphere(): BoundingSphere!
open fun getColorBufferInfo(): BufferInfo!
open fun getColors(): FloatBuffer!
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
open fun getIndexBufferInfo(): BufferInfo!
open fun getIndices(): IntBuffer!
open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
open fun getNormalBufferInfo(): BufferInfo!
open fun getNormals(): FloatBuffer!
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo!
open fun getTextureCoords(): FloatBuffer!
open fun getVertexBufferInfo(): BufferInfo!
open fun getVertices(): FloatBuffer!
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
open fun isValid(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mBoundingSphere: BoundingSphere!
protected val mBuffers: ArrayList<BufferInfo!>!
protected var mHasNormals: Boolean
protected var mHasTextureCoordinates: Boolean
protected var mHaveCreatedBuffers: Boolean
protected var mNumIndices: Int
protected var mNumVertices: Int
protected var mOriginalGeometry: Geometry3D!
static val NORMAL_BUFFER_KEY: Int
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray!): Unit
open fun setColors(colors: FloatArray!, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
open fun setIndices(indices: IntArray!): Unit
open fun setIndices(indices: IntArray!, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
open fun setNormals(normals: FloatArray!): Unit
open fun setNormals(normals: FloatArray!, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer!): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
open fun setTextureCoords(textureCoords: FloatArray!): Unit
open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
open fun setVertices(vertices: FloatArray!): Unit
open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer!): Unit
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
open fun toString(): String
open fun validateBuffers(): Unit
static val VERTEX_BUFFER_KEY: Int
open class GLDebugger
open class GLDebugger
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String!
open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String!
open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
open class GreenScreenMaterialPlugin : IMaterialPlugin
open class GreenScreenMaterialPlugin : IMaterialPlugin
open class GreyScalePass : EffectPass
open class GreyScalePass : EffectPass
open class GridFloor : DebugObject3D
open class GridFloor : DebugObject3D
open class HotspotFragmentShader : FragmentShader
open class HotspotMaterial : Material
interface IAnimatedMeshLoader : ILoader
interface IAnimatedMeshLoader : ILoader
interface IAnimationFrame
interface IAnimationFrame
interface IAnimationListener
interface IAnimationListener
interface IAnimationSequence
interface IAnimationSequence
interface IAnimationSequenceLoader : ILoader
interface IAnimationSequenceLoader : ILoader
interface IAsyncLoaderCallback
interface IAsyncLoaderCallback
interface IBoundingVolume
interface IBoundingVolume
interface ICurve3D
interface ICurve3D
interface ICurve4D
interface ICurve4D
interface IDiffuseMethod
interface IDiffuseMethod
interface IDisplay
interface IDisplay
interface IGraphNode
interface IGraphNode
interface IGraphNodeMember
interface IGraphNodeMember
interface ILoader
interface ILoader
interface IMaterialPlugin
interface IMaterialPlugin
interface IMeshLoader : ILoader
interface IMeshLoader : ILoader
open class IndividualMaterialPlugin : IMaterialPlugin
open class IndividualMaterialPlugin : IMaterialPlugin
interface INode
interface INode
interface INodeVisitor
interface INodeVisitor
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
interface IObjectPicker
interface IObjectPicker
interface IParser
interface IParser
interface IPass : IPostProcessingComponent
interface IPass : IPostProcessingComponent
interface IPlayable
interface IPlayable
interface IPostProcessingComponent
interface IPostProcessingComponent
interface IPostProcessingEffect : IPostProcessingComponent
interface IPostProcessingEffect : IPostProcessingComponent
interface IRajawaliEglConfigChooser : EGLConfigChooser
interface IRendererPlugin
interface IRendererPlugin
interface IShaderFragment
interface IShaderFragment
interface ISpecularMethod
interface ISpecularMethod
interface ISurface
interface ISurface
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10!): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent!): Unit
abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface!): Unit
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10!): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent!): Unit
abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface!): Unit
open class KaleidoscopePass : EffectPass
open class KaleidoscopePass : EffectPass
open class LambertFragmentShaderFragment : AShader, IShaderFragment
open class LambertFragmentShaderFragment : AShader, IShaderFragment
open class LensFlare
Module Contents
LensFlare(: ASingleTexture!, : Int, : Double, : Vector3!)
open fun addLensFlare(: ASingleTexture!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!, : Double): Unit
open class FlareInfo
open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
open fun getPosition(): Vector3!
open fun getPositionScreen(): Vector3!
protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
protected var mOccluded: Boolean
protected var mPosition: Vector3!
protected var mPositionScreen: Vector3!
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3!): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3!): Unit
open fun updateLensFlares(): Unit
open class LensFlare
Module Contents
LensFlare(: ASingleTexture!, : Int, : Double, : Vector3!)
open fun addLensFlare(: ASingleTexture!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!, : Double): Unit
open class FlareInfo
open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
open fun getPosition(): Vector3!
open fun getPositionScreen(): Vector3!
protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
protected var mOccluded: Boolean
protected var mPosition: Vector3!
protected var mPositionScreen: Vector3!
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3!): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3!): Unit
open fun updateLensFlares(): Unit
class LensFlarePlugin : Plugin
class LensFlarePlugin : Plugin
open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class LightMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class LightMapTexture : ASingleTexture
open class LightMapTexture : ASingleTexture
open class LightsFragmentShaderFragment : AShader, IShaderFragment
open class LightsFragmentShaderFragment : AShader, IShaderFragment
open class LightsVertexShaderFragment : AShader, IShaderFragment
open class LightsVertexShaderFragment : AShader, IShaderFragment
open class Line3D : Object3D
open class Line3D : Object3D
open class LinearBezierCurve3D : ICurve3D
open class LinearBezierCurve3D : ICurve3D
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianOutputStream : FilterOutputStream
open class LittleEndianOutputStream : FilterOutputStream
open class Loader3DSMax : AMeshLoader
open class Loader3DSMax : AMeshLoader
open class LoaderAWD : AMeshLoader
open class LoaderAWD : AMeshLoader
open class LoaderFBX : AMeshLoader
open class LoaderFBX : AMeshLoader
open class LoaderGCode : AMeshLoader
open class LoaderGCode : AMeshLoader
open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
open class LoaderOBJ : AMeshLoader
open class LoaderOBJ : AMeshLoader
open class LoaderSTL : AMeshLoader
open class LoaderSTL : AMeshLoader
open class LogarithmicSpiral3D : ASpiral3D
open class LogarithmicSpiral3D : ASpiral3D
open class MaskPass : APass
open class MaskPass : APass
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
open fun addPlugin(plugin: IMaterialPlugin!): Unit
open fun addTexture(texture: ATexture!): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture!): Unit
open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material!): Unit
protected open fun createShaders(): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod!
open fun getInverseViewMatrix(): FloatArray!
open fun getModelViewMatrix(): FloatArray!
open fun getOwnerIdentity(): String!
open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
open fun getSpecularMethod(): ISpecularMethod!
open fun getTextureList(): ArrayList<ATexture!>!
open fun getTime(): Float
open fun lightingEnabled(): Boolean
protected var mCustomFragmentShader: FragmentShader!
protected var mCustomVertexShader: VertexShader!
protected var mLights: MutableList<ALight!>!
protected val mNormalFloats: FloatArray!
protected var mNormalMatrix: Matrix4!
protected var mOwnerIdentity: String!
protected var mPlugins: MutableList<IMaterialPlugin!>!
protected var mTextureHandles: MutableMap<String!, Int!>!
protected var mTextureList: ArrayList<ATexture!>!
protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
class PluginInsertLocation
open fun removePlugin(plugin: IMaterialPlugin!): Unit
open fun removeTexture(texture: ATexture!): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray!): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D!): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo!): Unit
open fun setOwnerIdentity(identity: String!): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo!): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo!): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D!): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
open fun addPlugin(plugin: IMaterialPlugin!): Unit
open fun addTexture(texture: ATexture!): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture!): Unit
open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material!): Unit
protected open fun createShaders(): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod!
open fun getInverseViewMatrix(): FloatArray!
open fun getModelViewMatrix(): FloatArray!
open fun getOwnerIdentity(): String!
open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
open fun getSpecularMethod(): ISpecularMethod!
open fun getTextureList(): ArrayList<ATexture!>!
open fun getTime(): Float
open fun lightingEnabled(): Boolean
protected var mCustomFragmentShader: FragmentShader!
protected var mCustomVertexShader: VertexShader!
protected var mLights: MutableList<ALight!>!
protected val mNormalFloats: FloatArray!
protected var mNormalMatrix: Matrix4!
protected var mOwnerIdentity: String!
protected var mPlugins: MutableList<IMaterialPlugin!>!
protected var mTextureHandles: MutableMap<String!, Int!>!
protected var mTextureList: ArrayList<ATexture!>!
protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
class PluginInsertLocation
open fun removePlugin(plugin: IMaterialPlugin!): Unit
open fun removeTexture(texture: ATexture!): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray!): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D!): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo!): Unit
open fun setOwnerIdentity(identity: String!): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo!): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo!): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D!): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class MaterialManager : AResourceManager
open class MaterialManager : AResourceManager
open class MathUtil
open class MathUtil
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3!): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3!): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
open class NormalColorMaterialPlugin : AShader, IMaterialPlugin
open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class NormalMapTexture : ASingleTexture
open class NormalMapTexture : ASingleTexture
open class NormalsObject3D : DebugObject3D
open class NormalsObject3D : DebugObject3D
open class NotImplementedParsingException : ParsingException
open class NotImplementedParsingException : ParsingException
open class NotParsableException : ParsingException
open class NotParsableException : ParsingException
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
protected open fun calculateMinorAxis(major: Double): Double
protected open fun init(createVBOs: Boolean): Unit
protected var mEccentricity: Double
protected var mHeight: Double
protected var mMinorBase: Double
protected var mMinorTop: Double
protected var mRadiusBase: Double
protected var mRadiusTop: Double
protected var mSideCount: Int
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
protected open fun calculateMinorAxis(major: Double): Double
protected open fun init(createVBOs: Boolean): Unit
protected var mEccentricity: Double
protected var mHeight: Double
protected var mMinorBase: Double
protected var mMinorTop: Double
protected var mRadiusBase: Double
protected var mRadiusTop: Double
protected var mSideCount: Int
class NullRenderer : Renderer
class NullRenderer : Renderer
open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
Module Contents
Object3D()
Object3D(name: String!)
open fun accept(visitor: INodeVisitor!): Unit
open fun addChild(child: Object3D!): Unit
static val ALPHA: Int
static val BLUE: Int
protected open fun checkGlError(op: String!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
open fun clone(copyMaterial: Boolean): Object3D!
open fun clone(): Object3D!
protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
open fun compareTo(other: Object3D!): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox!
open fun getChildAt(index: Int): Object3D!
open fun getChildByName(name: String!): Object3D!
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D!
open fun getInverseViewMatrix(): Matrix4!
open fun getMaterial(): Material!
open fun getModelViewMatrix(): Matrix4!
open fun getModelViewProjectionMatrix(): Matrix4!
open fun getName(): String!
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D!
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getWorldPosition(): Vector3!
static val GREEN: Int
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
protected var mBackSided: Boolean
protected var mBlendFuncDFactor: Int
protected var mBlendFuncSFactor: Int
protected var mChildren: MutableList<Object3D!>!
protected var mColor: FloatArray!
protected var mDoubleSided: Boolean
protected var mDrawingMode: Int
protected var mElementsBufferType: Int
protected var mEnableBlending: Boolean
protected var mEnableDepthMask: Boolean
protected var mEnableDepthTest: Boolean
protected var mForcedDepth: Boolean
protected var mFrustumTest: Boolean
protected var mGeometry: Geometry3D!
protected var mHasCubemapTexture: Boolean
protected val mInverseViewMatrix: Matrix4!
protected var mIsContainerOnly: Boolean
protected var mIsDestroyed: Boolean
protected var mIsInFrustum: Boolean
protected var mIsPartOfBatch: Boolean
protected var mIsVisible: Boolean
protected var mManageMaterial: Boolean
protected var mMaterial: Material!
protected val mMVMatrix: Matrix4!
protected val mMVPMatrix: Matrix4!
protected var mName: String!
protected var mOriginalTextureCoords: FloatBuffer!
protected var mOverrideMaterialColor: Boolean
protected var mParent: Object3D!
protected var mParentMatrix: Matrix4!
protected var mPickingColor: FloatArray!
protected var mPickingIndex: Int
protected var mPMatrix: Matrix4!
protected var mRenderChildrenAsBatch: Boolean
protected val mRotationMatrix: Matrix4!
protected var mShowBoundingVolume: Boolean
protected var mTransparent: Boolean
protected open fun preRender(): Unit
static val RED: Int
open fun reload(): Unit
open fun removeChild(child: Object3D!): Boolean
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3!): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material!): Unit
open fun setName(name: String!): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
protected open fun setShaderParams(camera: Camera!): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
static val UNPICKABLE: Int
open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
Module Contents
Object3D()
Object3D(name: String!)
open fun accept(visitor: INodeVisitor!): Unit
open fun addChild(child: Object3D!): Unit
static val ALPHA: Int
static val BLUE: Int
protected open fun checkGlError(op: String!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
open fun clone(copyMaterial: Boolean): Object3D!
open fun clone(): Object3D!
protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
open fun compareTo(other: Object3D!): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox!
open fun getChildAt(index: Int): Object3D!
open fun getChildByName(name: String!): Object3D!
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D!
open fun getInverseViewMatrix(): Matrix4!
open fun getMaterial(): Material!
open fun getModelViewMatrix(): Matrix4!
open fun getModelViewProjectionMatrix(): Matrix4!
open fun getName(): String!
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D!
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getWorldPosition(): Vector3!
static val GREEN: Int
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
protected var mBackSided: Boolean
protected var mBlendFuncDFactor: Int
protected var mBlendFuncSFactor: Int
protected var mChildren: MutableList<Object3D!>!
protected var mColor: FloatArray!
protected var mDoubleSided: Boolean
protected var mDrawingMode: Int
protected var mElementsBufferType: Int
protected var mEnableBlending: Boolean
protected var mEnableDepthMask: Boolean
protected var mEnableDepthTest: Boolean
protected var mForcedDepth: Boolean
protected var mFrustumTest: Boolean
protected var mGeometry: Geometry3D!
protected var mHasCubemapTexture: Boolean
protected val mInverseViewMatrix: Matrix4!
protected var mIsContainerOnly: Boolean
protected var mIsDestroyed: Boolean
protected var mIsInFrustum: Boolean
protected var mIsPartOfBatch: Boolean
protected var mIsVisible: Boolean
protected var mManageMaterial: Boolean
protected var mMaterial: Material!
protected val mMVMatrix: Matrix4!
protected val mMVPMatrix: Matrix4!
protected var mName: String!
protected var mOriginalTextureCoords: FloatBuffer!
protected var mOverrideMaterialColor: Boolean
protected var mParent: Object3D!
protected var mParentMatrix: Matrix4!
protected var mPickingColor: FloatArray!
protected var mPickingIndex: Int
protected var mPMatrix: Matrix4!
protected var mRenderChildrenAsBatch: Boolean
protected val mRotationMatrix: Matrix4!
protected var mShowBoundingVolume: Boolean
protected var mTransparent: Boolean
protected open fun preRender(): Unit
static val RED: Int
open fun reload(): Unit
open fun removeChild(child: Object3D!): Boolean
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3!): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material!): Unit
open fun setName(name: String!): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
protected open fun setShaderParams(camera: Camera!): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
static val UNPICKABLE: Int
open class ObjectColorPicker : IObjectPicker
open class ObjectColorPicker : IObjectPicker
open class Octree : A_nAABBTree
Module Contents
Octree()
Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
protected static val COLORS: IntArray!
protected open fun destroy(): Unit
protected open fun init(): Unit
protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
protected open fun split(): Unit
open fun toString(): String
open class Octree : A_nAABBTree
Module Contents
Octree()
Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
protected static val COLORS: IntArray!
protected open fun destroy(): Unit
protected open fun init(): Unit
protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
protected open fun split(): Unit
open fun toString(): String
interface OnFPSUpdateListener
interface OnFPSUpdateListener
interface OnObjectPickedListener
interface OnObjectPickedListener
open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
open class OrenNayarFragmentShaderFragment : AShader, IShaderFragment
open class OrthographicCamera : Camera
open class OrthographicCamera : Camera
open class OutlineEffect : APostProcessingEffect
open class OutlineEffect : APostProcessingEffect
open class PalettedTexture : ACompressedTexture
open class PalettedTexture : ACompressedTexture
open class ParsingException : Exception
open class ParsingException : Exception
open class Path3D : ICurve3D
open class Path3D : ICurve3D
open class Path4D : ICurve4D
open class Path4D : ICurve4D
open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class PipRenderer : Renderer
open class PipRenderer : Renderer
open class PivotPointMaterialPlugin : IMaterialPlugin
open class PivotPointMaterialPlugin : IMaterialPlugin
open class PixelatedPass : EffectPass
open class PixelatedPass : EffectPass
open class Plane
open class Plane
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
protected var mHeight: Float
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
protected var mWidth: Float
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
protected var mHeight: Float
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
protected var mWidth: Float
abstract class Playable : IPlayable
abstract class Playable : IPlayable
abstract class Plugin : IRendererPlugin
abstract class Plugin : IRendererPlugin
open class PointApertureMaterialPlugin : IMaterialPlugin
open class PointApertureMaterialPlugin : IMaterialPlugin
open class PointLight : ALight
open class PointLight : ALight
open class PointOrbitalMaterialPlugin : IMaterialPlugin
open class PointOrbitalMaterialPlugin : IMaterialPlugin
open class PointShell : Object3D
open class PointShell : Object3D
open class PointSprite : Plane
open class PointSprite : Plane
open class PosableAnimation3D : Animation3D
open class PosableAnimation3D : Animation3D
open class PosableMaterialPlugin : IMaterialPlugin
open class PosableMaterialPlugin : IMaterialPlugin
open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
open class PositionColorMaterialPlugin : AShader, IMaterialPlugin
open class PostProcessingManager
open class PostProcessingManager
open class PvrtcTexture : ACompressedTexture
open class PvrtcTexture : ACompressedTexture
open class QuadraticBezierCurve3D : ICurve3D
open class QuadraticBezierCurve3D : ICurve3D
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
static val NORMALIZATION_TOLERANCE: Double
fun normalize(): Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion!): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
static val NORMALIZATION_TOLERANCE: Double
fun normalize(): Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion!): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
open class RadialBlurPass : EffectPass
open class RadialBlurPass : EffectPass
open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
class RajLog
class RajLog
class RawShaderLoader
class RawShaderLoader
open class RayPicker : IObjectPicker
open class RayPicker : IObjectPicker
open class RayPickingVisitor : INodeVisitor
open class RayPickingVisitor : INodeVisitor
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context!)
Renderer(context: Context!, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene!): Boolean
open fun addMaterial(material: Material!): Boolean
open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
open fun addScene(scene: Scene!): Boolean
open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
open fun addTexture(texture: ATexture!): Boolean
protected static val AVAILABLE_CORES: Int
open fun clearOverrideViewportDimensions(): Unit
protected open fun clearScenes(): Unit
open fun getContext(): Context!
open fun getCurrentCamera(): Camera!
open fun getCurrentScene(): Scene!
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
protected open fun getNewDefaultScene(): Scene!
open fun getNumScenes(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget!
open fun getScene(scene: Int): Scene!
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager!
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
protected abstract fun initScene(): Unit
protected open fun internalOfferTask(task: AFrameTask!): Boolean
open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
protected var mContext: Context!
protected var mCurrentViewportHeight: Int
protected var mCurrentViewportWidth: Int
protected var mDefaultViewportHeight: Int
protected var mDefaultViewportWidth: Int
protected var mEnableDepthBuffer: Boolean
protected static var mFogEnabled: Boolean
protected var mFPSUpdateListener: OnFPSUpdateListener!
protected var mFrameCount: Int
protected var mFrameRate: Double
protected var mGLES_Major_Version: Int
protected var mGLES_Minor_Version: Int
protected var mLastMeasuredFPS: Double
protected val mLoaderExecutor: Executor!
protected var mMaterialManager: MaterialManager!
protected var mOverrideViewportHeight: Int
protected var mOverrideViewportWidth: Int
protected val mRenderTargets: MutableList<RenderTarget!>!
protected var mSceneInitialized: Boolean
protected val mScenes: MutableList<Scene!>!
protected var mSurface: ISurface!
protected var mTextureManager: TextureManager!
protected var mTimer: ScheduledExecutorService!
open fun onPause(): Unit
protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
open fun onRenderFrame(gl: GL10!): Unit
open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
open fun onResume(): Unit
protected open fun performFrameTasks(): Unit
open fun reloadMaterials(): Boolean
protected open fun reloadRenderTargets(): Unit
protected open fun reloadScenes(): Unit
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material!): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
open fun removeScene(scene: Scene!): Boolean
open fun removeTexture(texture: ATexture!): Boolean
protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceScene(scene: Scene!, location: Int): Boolean
open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceTexture(texture: ATexture!): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface!): Unit
open fun setRenderTarget(renderTarget: RenderTarget!): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
protected static var sMaxLights: Int
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene!): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene!): Unit
open fun unProject(p: PointF!, distance: Float): Vector3!
open fun unProject(x: Double, y: Double, z: Double): Vector3!
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context!)
Renderer(context: Context!, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene!): Boolean
open fun addMaterial(material: Material!): Boolean
open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
open fun addScene(scene: Scene!): Boolean
open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
open fun addTexture(texture: ATexture!): Boolean
protected static val AVAILABLE_CORES: Int
open fun clearOverrideViewportDimensions(): Unit
protected open fun clearScenes(): Unit
open fun getContext(): Context!
open fun getCurrentCamera(): Camera!
open fun getCurrentScene(): Scene!
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
protected open fun getNewDefaultScene(): Scene!
open fun getNumScenes(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget!
open fun getScene(scene: Int): Scene!
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager!
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
protected abstract fun initScene(): Unit
protected open fun internalOfferTask(task: AFrameTask!): Boolean
open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
protected var mContext: Context!
protected var mCurrentViewportHeight: Int
protected var mCurrentViewportWidth: Int
protected var mDefaultViewportHeight: Int
protected var mDefaultViewportWidth: Int
protected var mEnableDepthBuffer: Boolean
protected static var mFogEnabled: Boolean
protected var mFPSUpdateListener: OnFPSUpdateListener!
protected var mFrameCount: Int
protected var mFrameRate: Double
protected var mGLES_Major_Version: Int
protected var mGLES_Minor_Version: Int
protected var mLastMeasuredFPS: Double
protected val mLoaderExecutor: Executor!
protected var mMaterialManager: MaterialManager!
protected var mOverrideViewportHeight: Int
protected var mOverrideViewportWidth: Int
protected val mRenderTargets: MutableList<RenderTarget!>!
protected var mSceneInitialized: Boolean
protected val mScenes: MutableList<Scene!>!
protected var mSurface: ISurface!
protected var mTextureManager: TextureManager!
protected var mTimer: ScheduledExecutorService!
open fun onPause(): Unit
protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
open fun onRenderFrame(gl: GL10!): Unit
open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
open fun onResume(): Unit
protected open fun performFrameTasks(): Unit
open fun reloadMaterials(): Boolean
protected open fun reloadRenderTargets(): Unit
protected open fun reloadScenes(): Unit
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material!): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
open fun removeScene(scene: Scene!): Boolean
open fun removeTexture(texture: ATexture!): Boolean
protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceScene(scene: Scene!, location: Int): Boolean
open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceTexture(texture: ATexture!): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface!): Unit
open fun setRenderTarget(renderTarget: RenderTarget!): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
protected static var sMaxLights: Int
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene!): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene!): Unit
open fun unProject(p: PointF!, distance: Float): Vector3!
open fun unProject(x: Double, y: Double, z: Double): Vector3!
open class RenderPass : APass
open class RenderPass : APass
open class RenderTarget
Module Contents
RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTarget(name: String!, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String!): Unit
open fun clone(): RenderTarget!
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String!
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture!
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
protected var mBitmapConfig: Config!
protected var mDepthBufferHandle: Int
protected var mFilterType: ATexture.FilterType!
protected var mFrameBufferHandle: Int
protected var mFullscreen: Boolean
protected var mGLType: Int
protected var mHeight: Int
protected var mMipmaps: Boolean
protected var mName: String!
protected var mOffsetX: Int
protected var mOffsetY: Int
protected var mStencilBuffer: Boolean
protected var mStencilBufferHandle: Int
protected var mTexture: RenderTargetTexture!
protected var mWidth: Int
protected var mWrapType: ATexture.WrapType!
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTarget
Module Contents
RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTarget(name: String!, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String!): Unit
open fun clone(): RenderTarget!
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String!
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture!
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
protected var mBitmapConfig: Config!
protected var mDepthBufferHandle: Int
protected var mFilterType: ATexture.FilterType!
protected var mFrameBufferHandle: Int
protected var mFullscreen: Boolean
protected var mGLType: Int
protected var mHeight: Int
protected var mMipmaps: Boolean
protected var mName: String!
protected var mOffsetX: Int
protected var mOffsetY: Int
protected var mStencilBuffer: Boolean
protected var mStencilBufferHandle: Int
protected var mTexture: RenderTargetTexture!
protected var mWidth: Int
protected var mWrapType: ATexture.WrapType!
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTargetCube(name: String!, width: Int, height: Int)
open fun getActiveCubeFace(): Int
protected var mActiveCubeFace: Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTargetCube(name: String!, width: Int, height: Int)
open fun getActiveCubeFace(): Int
protected var mActiveCubeFace: Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetTexture : ATexture
open class RenderTargetTexture : ATexture
data class ResultConfigChooser
open class RotateAnimation3D : Animation3D
open class RotateAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class ScaleAnimation3D : Animation3D
open class ScaleAnimation3D : Animation3D
open class ScanlinePass : EffectPass
open class ScanlinePass : EffectPass
open class Scene
Module Contents
Scene(renderer: Renderer!)
Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
open fun addAndSwitchCamera(camera: Camera!): Boolean
open fun addCamera(camera: Camera!): Boolean
open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
open fun addChild(child: Object3D!): Boolean
open fun addChildAt(child: Object3D!, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
open fun addLight(light: ALight!): Boolean
open fun addPlugin(plugin: Plugin!): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera!
open fun getCamera(camera: Int): Camera!
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera!>!
open fun getChildrenCopy(): ArrayList<Object3D!>!
open fun getLights(): MutableList<ALight!>!
open fun getLightsCopy(): ArrayList<ALight!>!
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected val GL_COVERAGE_BUFFER_BIT_NV: Int
protected open fun hasChild(child: Object3D!): Boolean
open fun hasPickerInfo(): Boolean
protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
open fun initScene(): Unit
protected open fun initSceneGraph(): Unit
protected var mAlpha: Float
protected var mAlwaysClearColorBuffer: Boolean
protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
open fun markLightingDirty(): Unit
protected var mBlue: Float
protected var mCamera: Camera!
protected var mDisplaySceneGraph: Boolean
protected var mEnableDepthBuffer: Boolean
protected var mEyeZ: Double
protected var mFogParams: FogMaterialPlugin.FogParams!
protected var mGreen: Float
protected var mInvVPMatrix: Matrix4!
protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
protected var mPMatrix: Matrix4!
protected var mRed: Float
protected var mReloadPickerInfo: Boolean
protected var mRenderer: Renderer!
protected var mSceneGraph: IGraphNode!
protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
protected var mSkybox: Cube!
protected var mSkyboxTexture: ATexture!
protected var mVMatrix: Matrix4!
protected var mVPMatrix: Matrix4!
open fun registerAnimation(anim: Animation!): Boolean
open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera!): Boolean
open fun removeChild(child: Object3D!): Boolean
open fun removeLight(light: ALight!): Boolean
open fun removePlugin(plugin: Plugin!): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
open fun replaceCamera(camera: Camera!, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceChild(child: Object3D!, location: Int): Boolean
open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
open fun switchCamera(camera: Camera!): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation!): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
open class Scene
Module Contents
Scene(renderer: Renderer!)
Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
open fun addAndSwitchCamera(camera: Camera!): Boolean
open fun addCamera(camera: Camera!): Boolean
open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
open fun addChild(child: Object3D!): Boolean
open fun addChildAt(child: Object3D!, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
open fun addLight(light: ALight!): Boolean
open fun addPlugin(plugin: Plugin!): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera!
open fun getCamera(camera: Int): Camera!
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera!>!
open fun getChildrenCopy(): ArrayList<Object3D!>!
open fun getLights(): MutableList<ALight!>!
open fun getLightsCopy(): ArrayList<ALight!>!
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected val GL_COVERAGE_BUFFER_BIT_NV: Int
protected open fun hasChild(child: Object3D!): Boolean
open fun hasPickerInfo(): Boolean
protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
open fun initScene(): Unit
protected open fun initSceneGraph(): Unit
protected var mAlpha: Float
protected var mAlwaysClearColorBuffer: Boolean
protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
open fun markLightingDirty(): Unit
protected var mBlue: Float
protected var mCamera: Camera!
protected var mDisplaySceneGraph: Boolean
protected var mEnableDepthBuffer: Boolean
protected var mEyeZ: Double
protected var mFogParams: FogMaterialPlugin.FogParams!
protected var mGreen: Float
protected var mInvVPMatrix: Matrix4!
protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
protected var mPMatrix: Matrix4!
protected var mRed: Float
protected var mReloadPickerInfo: Boolean
protected var mRenderer: Renderer!
protected var mSceneGraph: IGraphNode!
protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
protected var mSkybox: Cube!
protected var mSkyboxTexture: ATexture!
protected var mVMatrix: Matrix4!
protected var mVPMatrix: Matrix4!
open fun registerAnimation(anim: Animation!): Boolean
open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera!): Boolean
open fun removeChild(child: Object3D!): Boolean
open fun removeLight(light: ALight!): Boolean
open fun removePlugin(plugin: Plugin!): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
open fun replaceCamera(camera: Camera!, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceChild(child: Object3D!, location: Int): Boolean
open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
open fun switchCamera(camera: Camera!): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation!): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
open class SceneGraphBlock
open class SceneGraphBlock
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: ScreenQuad.UVmapping!)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setEffectPass(effectPass: EffectPass!): Unit
protected open fun setShaderParams(camera: Camera!): Unit
class UVmapping
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: ScreenQuad.UVmapping!)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setEffectPass(effectPass: EffectPass!): Unit
protected open fun setShaderParams(camera: Camera!): Unit
class UVmapping
open class SepiaPass : EffectPass
open class SepiaPass : EffectPass
open class ShadowEffect : APostProcessingEffect
open class ShadowEffect : APostProcessingEffect
open class ShadowMapMaterial : Material
open class ShadowMapMaterial : Material
open class ShadowMapMaterialPlugin : IMaterialPlugin
open class ShadowMapMaterialPlugin : IMaterialPlugin
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
open fun getShadowMapMaterial(): ShadowMapMaterial!
open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
class ShadowPassType
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
open fun getShadowMapMaterial(): ShadowMapMaterial!
open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
class ShadowPassType
abstract class SideBySideRenderer : Renderer
abstract class SideBySideRenderer : Renderer
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
var boneIndexes1: FloatArray!
var boneIndexes2: FloatArray!
open class BoneVertex
open class BoneWeight
var boneWeights1: FloatArray!
var boneWeights2: FloatArray!
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
static val MAX_WEIGHTS_PER_VERTEX: Int
protected var mboneIndexes1: FloatBuffer!
protected var mboneIndexes2: FloatBuffer!
protected var mboneWeights1: FloatBuffer!
protected var mboneWeights2: FloatBuffer!
protected var mMaxBoneWeightsPerVertex: Int
var mSkeleton: SkeletalAnimationObject3D!
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera!): Unit
open fun setSkeleton(skeleton: Object3D!): Unit
open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
var boneIndexes1: FloatArray!
var boneIndexes2: FloatArray!
open class BoneVertex
open class BoneWeight
var boneWeights1: FloatArray!
var boneWeights2: FloatArray!
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
static val MAX_WEIGHTS_PER_VERTEX: Int
protected var mboneIndexes1: FloatBuffer!
protected var mboneIndexes2: FloatBuffer!
protected var mboneWeights1: FloatBuffer!
protected var mboneWeights2: FloatBuffer!
protected var mMaxBoneWeightsPerVertex: Int
var mSkeleton: SkeletalAnimationObject3D!
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera!): Unit
open fun setSkeleton(skeleton: Object3D!): Unit
open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
open fun getAnimationSequence(): SkeletalAnimationSequence!
open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
protected var mBoneMatrices: DoubleBuffer!
var mBoneMatricesBufferInfo: BufferInfo!
var mInverseBindPoseMatrix: Array<DoubleArray!>!
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setAnimationSequence(name: String!): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
open fun setBindPoseMatrices(bp: DoubleArray!): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setShaderParams(camera: Camera!): Unit
open class SkeletalAnimationException : Exception
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
var uBoneMatrix: DoubleArray!
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
open fun getAnimationSequence(): SkeletalAnimationSequence!
open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
protected var mBoneMatrices: DoubleBuffer!
var mBoneMatricesBufferInfo: BufferInfo!
var mInverseBindPoseMatrix: Array<DoubleArray!>!
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setAnimationSequence(name: String!): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
open fun setBindPoseMatrices(bp: DoubleArray!): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setShaderParams(camera: Camera!): Unit
open class SkeletalAnimationException : Exception
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
var uBoneMatrix: DoubleArray!
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class SlerpAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SobelPass : EffectPass
open class SobelPass : EffectPass
open class SpecularMapTexture : ASingleTexture
open class SpecularMapTexture : ASingleTexture
abstract class SpecularMethod
abstract class SpecularMethod
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
protected open fun init(createVBOs: Boolean): Unit
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
protected open fun init(createVBOs: Boolean): Unit
open class SphereMapTexture : ASingleTexture
open class SphereMapTexture : ASingleTexture
open class SplineOrientationAnimation3D : Animation3D
open class SplineOrientationAnimation3D : Animation3D
open class SplineScalingAnimation3D : Animation3D
open class SplineScalingAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class SpotLight : DirectionalLight
open class SpotLight : DirectionalLight
open class SpriteSheetMaterialPlugin : IMaterialPlugin
open class SpriteSheetMaterialPlugin : IMaterialPlugin
open class SquareTerrain : Terrain
Module Contents
protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
open fun contains(x: Double, z: Double): Boolean
open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
open fun getAltitude(x: Double, z: Double): Double
open fun getDivisions(): Int
open fun getExtensionX(): Double
open fun getExtensionZ(): Double
open fun getHeights(): Array<DoubleArray!>!
open fun getMaxAltitude(): Double
open fun getMaxTemperature(): Double
open fun getMinAltitude(): Double
open fun getMinTemperature(): Double
open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
open fun getPercAltitude(i: Int, j: Int): Double
open fun getTemperature(x: Double, z: Double): Double
open class Parameters
open fun setScale(scale: Double): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScaleX(scaleX: Double): ATransformable3D!
open fun setScaleY(scaleY: Double): ATransformable3D!
open fun setScaleZ(scaleZ: Double): ATransformable3D!
open class SquareTerrain : Terrain
Module Contents
protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
open fun contains(x: Double, z: Double): Boolean
open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
open fun getAltitude(x: Double, z: Double): Double
open fun getDivisions(): Int
open fun getExtensionX(): Double
open fun getExtensionZ(): Double
open fun getHeights(): Array<DoubleArray!>!
open fun getMaxAltitude(): Double
open fun getMaxTemperature(): Double
open fun getMinAltitude(): Double
open fun getMinTemperature(): Double
open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
open fun getPercAltitude(i: Int, j: Int): Double
open fun getTemperature(x: Double, z: Double): Double
open class Parameters
open fun setScale(scale: Double): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScaleX(scaleX: Double): ATransformable3D!
open fun setScaleY(scaleY: Double): ATransformable3D!
open fun setScaleZ(scaleZ: Double): ATransformable3D!
open class StreamingTexture : ATexture
open class StreamingTexture : ATexture
abstract class SubRenderer
abstract class SubRenderer
open class SurfaceView : GLSurfaceView, ISurface
open class SurfaceView : GLSurfaceView, ISurface
open class SVGPath
open class SVGPath
open class Terrain : Object3D
open class Terrain : Object3D
open class TerrainGenerator
open class TerrainGenerator
open class Texture : ASingleTexture
open class Texture : ASingleTexture
open class TextureAtlas
open class TextureAtlas
class TextureManager : AResourceManager
class TextureManager : AResourceManager
open class TexturePacker
open class TexturePacker
open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
open class TextureScalingMaterialPlugin : AShader, IMaterialPlugin
open class TextureView : TextureView, ISurface
open class ThreeDcTexture : ACompressedTexture
open class ThreeDcTexture : ACompressedTexture
open class TilePass : EffectPass
open class TilePass : EffectPass
open class ToonFragmentShaderFragment : AShader, IShaderFragment
open class ToonFragmentShaderFragment : AShader, IShaderFragment
open class Torus : Object3D
open class Torus : Object3D
open class TranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
open class Vector2
open class Vector2
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String!>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
class Axis
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
open fun normalize(): Double
@NonNull static val ONE: Vector3
open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3!
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray!): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
@NonNull static val X: Vector3
var y: Double
@NonNull static val Y: Vector3
var z: Double
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String!>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
class Axis
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
open fun normalize(): Double
@NonNull static val ONE: Vector3
open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3!
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray!): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
@NonNull static val X: Vector3
var y: Double
@NonNull static val Y: Vector3
var z: Double
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationMaterialPlugin : IMaterialPlugin
open class VertexAnimationMaterialPlugin : IMaterialPlugin
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String!)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setLocations(programHandle: Int): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String!)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setLocations(programHandle: Int): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VerticalGradientMaterialPlugin : IMaterialPlugin
open class VerticalGradientMaterialPlugin : IMaterialPlugin
open class VignettePass : EffectPass
open class VignettePass : EffectPass
open class VRActivity : CardboardActivity
abstract class VRRenderer : Renderer, StereoRenderer
open class VRSurfaceView : CardboardView, ISurface
abstract class Wallpaper : WallpaperService
abstract class Wallpaper : WallpaperService
abstract class WatchFaceService : Gles2WatchFaceService
abstract class WatchRenderer : Renderer
abstract class WearActivity : WearableActivity
open class WorkaroundScreenQuad : Object3D
open class WorkaroundScreenQuad : Object3D
class WorldParameters
class WorldParameters
package org.rajawali3d
Module Contents
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode!
open fun getLookAt(): Vector3!
open fun getModelMatrix(): Matrix4!
open fun getOrientation(quat: Quaternion!): Quaternion!
open fun getOrientation(): Quaternion!
open fun getPosition(): Vector3!
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3!
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
protected open fun markModelMatrixDirty(): Unit
protected var mGraphNode: IGraphNode!
protected var mInsideGraph: Boolean
protected var mIsCamera: Boolean
protected var mIsModelMatrixDirty: Boolean
protected var mLookAt: Vector3!
protected var mLookAtEnabled: Boolean
protected var mLookAtValid: Boolean
protected val mMMatrix: Matrix4!
protected val mOrientation: Quaternion!
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
protected val mPosition: Vector3!
protected val mScale: Vector3!
protected val mTempVec: Vector3!
protected val mTmpOrientation: Quaternion!
protected val mUpAxis: Vector3!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetToLookAt(): ATransformable3D!
open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
open fun resetUpAxis(): ATransformable3D!
open fun rotate(quat: Quaternion!): ATransformable3D!
open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun rotate(matrix: Matrix4!): ATransformable3D!
open fun rotateAround(axis: Vector3!, angle: Double): Unit
open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3!): ATransformable3D!
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
open fun setOrientation(quat: Quaternion!): ATransformable3D!
open fun setPosition(position: Vector3!): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotation(quat: Quaternion!): ATransformable3D!
open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun setRotation(matrix: Matrix4!): ATransformable3D!
open fun setRotation(rotation: Vector3!): ATransformable3D!
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
open fun setRotX(rotX: Double): ATransformable3D!
open fun setRotY(rotY: Double): ATransformable3D!
open fun setRotZ(rotZ: Double): ATransformable3D!
open fun setScale(scale: Vector3!): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScale(scale: Double): ATransformable3D!
open fun setScaleX(scale: Double): ATransformable3D!
open fun setScaleY(scale: Double): ATransformable3D!
open fun setScaleZ(scale: Double): ATransformable3D!
open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode!
open fun getLookAt(): Vector3!
open fun getModelMatrix(): Matrix4!
open fun getOrientation(quat: Quaternion!): Quaternion!
open fun getOrientation(): Quaternion!
open fun getPosition(): Vector3!
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3!
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
protected open fun markModelMatrixDirty(): Unit
protected var mGraphNode: IGraphNode!
protected var mInsideGraph: Boolean
protected var mIsCamera: Boolean
protected var mIsModelMatrixDirty: Boolean
protected var mLookAt: Vector3!
protected var mLookAtEnabled: Boolean
protected var mLookAtValid: Boolean
protected val mMMatrix: Matrix4!
protected val mOrientation: Quaternion!
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
protected val mPosition: Vector3!
protected val mScale: Vector3!
protected val mTempVec: Vector3!
protected val mTmpOrientation: Quaternion!
protected val mUpAxis: Vector3!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetToLookAt(): ATransformable3D!
open fun resetToLookAt(upAxis: Vector3!): ATransformable3D!
open fun resetUpAxis(): ATransformable3D!
open fun rotate(quat: Quaternion!): ATransformable3D!
open fun rotate(axis: Vector3!, angle: Double): ATransformable3D!
open fun rotate(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun rotate(matrix: Matrix4!): ATransformable3D!
open fun rotateAround(axis: Vector3!, angle: Double): Unit
open fun rotateAround(axis: Vector3!, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode!, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3!): ATransformable3D!
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D!
open fun setOrientation(quat: Quaternion!): ATransformable3D!
open fun setPosition(position: Vector3!): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotation(quat: Quaternion!): ATransformable3D!
open fun setRotation(axis: Vector3!, angle: Double): ATransformable3D!
open fun setRotation(axis: Vector3.Axis!, angle: Double): ATransformable3D!
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D!
open fun setRotation(matrix: Matrix4!): ATransformable3D!
open fun setRotation(rotation: Vector3!): ATransformable3D!
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D!
open fun setRotX(rotX: Double): ATransformable3D!
open fun setRotY(rotY: Double): ATransformable3D!
open fun setRotZ(rotZ: Double): ATransformable3D!
open fun setScale(scale: Vector3!): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScale(scale: Double): ATransformable3D!
open fun setScaleX(scale: Double): ATransformable3D!
open fun setScaleY(scale: Double): ATransformable3D!
open fun setScaleZ(scale: Double): ATransformable3D!
open fun setUpAxis(upAxis: Vector3!): ATransformable3D!
open fun setUpAxis(upAxis: Vector3.Axis!): ATransformable3D!
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D!
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
open class BufferInfo
open class BufferInfo
class BuildConfig
class BuildConfig
open class Geometry3D
Module Contents
Geometry3D()
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
class BufferType
static val BYTE_SIZE_BYTES: Int
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
static val COLOR_BUFFER_KEY: Int
open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
open fun copyFromGeometry3D(geom: Geometry3D!): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
static val FLOAT_SIZE_BYTES: Int
open fun getBoundingBox(): BoundingBox!
open fun getBoundingSphere(): BoundingSphere!
open fun getColorBufferInfo(): BufferInfo!
open fun getColors(): FloatBuffer!
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
open fun getIndexBufferInfo(): BufferInfo!
open fun getIndices(): IntBuffer!
open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
open fun getNormalBufferInfo(): BufferInfo!
open fun getNormals(): FloatBuffer!
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo!
open fun getTextureCoords(): FloatBuffer!
open fun getVertexBufferInfo(): BufferInfo!
open fun getVertices(): FloatBuffer!
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
open fun isValid(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mBoundingSphere: BoundingSphere!
protected val mBuffers: ArrayList<BufferInfo!>!
protected var mHasNormals: Boolean
protected var mHasTextureCoordinates: Boolean
protected var mHaveCreatedBuffers: Boolean
protected var mNumIndices: Int
protected var mNumVertices: Int
protected var mOriginalGeometry: Geometry3D!
static val NORMAL_BUFFER_KEY: Int
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray!): Unit
open fun setColors(colors: FloatArray!, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
open fun setIndices(indices: IntArray!): Unit
open fun setIndices(indices: IntArray!, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
open fun setNormals(normals: FloatArray!): Unit
open fun setNormals(normals: FloatArray!, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer!): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
open fun setTextureCoords(textureCoords: FloatArray!): Unit
open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
open fun setVertices(vertices: FloatArray!): Unit
open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer!): Unit
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
open fun toString(): String
open fun validateBuffers(): Unit
static val VERTEX_BUFFER_KEY: Int
open class Geometry3D
Module Contents
Geometry3D()
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Int
open fun addFromGeometry3D(offset: Vector3!, geometry: Geometry3D!, createVBOs: Boolean): Unit
class BufferType
static val BYTE_SIZE_BYTES: Int
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo!, newData: Buffer!, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo!, usage: Int): Unit
static val COLOR_BUFFER_KEY: Int
open static fun concatAllFloat(vararg arrays: FloatArray!): FloatArray!
open static fun concatAllInt(vararg arrays: IntArray!): IntArray!
open fun copyFromGeometry3D(geom: Geometry3D!): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!, type: Geometry3D.BufferType!, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo!): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
static val FLOAT_SIZE_BYTES: Int
open fun getBoundingBox(): BoundingBox!
open fun getBoundingSphere(): BoundingSphere!
open fun getColorBufferInfo(): BufferInfo!
open fun getColors(): FloatBuffer!
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer!): FloatArray!
open fun getIndexBufferInfo(): BufferInfo!
open fun getIndices(): IntBuffer!
open static fun getIntArrayFromBuffer(buffer: Buffer!): IntArray!
open fun getNormalBufferInfo(): BufferInfo!
open fun getNormals(): FloatBuffer!
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo!
open fun getTextureCoords(): FloatBuffer!
open fun getVertexBufferInfo(): BufferInfo!
open fun getVertices(): FloatBuffer!
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
open fun isValid(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mBoundingSphere: BoundingSphere!
protected val mBuffers: ArrayList<BufferInfo!>!
protected var mHasNormals: Boolean
protected var mHasTextureCoordinates: Boolean
protected var mHaveCreatedBuffers: Boolean
protected var mNumIndices: Int
protected var mNumVertices: Int
protected var mOriginalGeometry: Geometry3D!
static val NORMAL_BUFFER_KEY: Int
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo!): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray!): Unit
open fun setColors(colors: FloatArray!, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo!): Unit
open fun setIndices(indices: IntArray!): Unit
open fun setIndices(indices: IntArray!, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo!): Unit
open fun setNormals(normals: FloatArray!): Unit
open fun setNormals(normals: FloatArray!, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer!): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo!): Unit
open fun setTextureCoords(textureCoords: FloatArray!): Unit
open fun setTextureCoords(textureCoords: FloatArray!, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo!): Unit
open fun setVertices(vertices: FloatArray!): Unit
open fun setVertices(vertices: FloatArray!, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer!): Unit
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
open fun toString(): String
open fun validateBuffers(): Unit
static val VERTEX_BUFFER_KEY: Int
open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
Module Contents
Object3D()
Object3D(name: String!)
open fun accept(visitor: INodeVisitor!): Unit
open fun addChild(child: Object3D!): Unit
static val ALPHA: Int
static val BLUE: Int
protected open fun checkGlError(op: String!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
open fun clone(copyMaterial: Boolean): Object3D!
open fun clone(): Object3D!
protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
open fun compareTo(other: Object3D!): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox!
open fun getChildAt(index: Int): Object3D!
open fun getChildByName(name: String!): Object3D!
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D!
open fun getInverseViewMatrix(): Matrix4!
open fun getMaterial(): Material!
open fun getModelViewMatrix(): Matrix4!
open fun getModelViewProjectionMatrix(): Matrix4!
open fun getName(): String!
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D!
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getWorldPosition(): Vector3!
static val GREEN: Int
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
protected var mBackSided: Boolean
protected var mBlendFuncDFactor: Int
protected var mBlendFuncSFactor: Int
protected var mChildren: MutableList<Object3D!>!
protected var mColor: FloatArray!
protected var mDoubleSided: Boolean
protected var mDrawingMode: Int
protected var mElementsBufferType: Int
protected var mEnableBlending: Boolean
protected var mEnableDepthMask: Boolean
protected var mEnableDepthTest: Boolean
protected var mForcedDepth: Boolean
protected var mFrustumTest: Boolean
protected var mGeometry: Geometry3D!
protected var mHasCubemapTexture: Boolean
protected val mInverseViewMatrix: Matrix4!
protected var mIsContainerOnly: Boolean
protected var mIsDestroyed: Boolean
protected var mIsInFrustum: Boolean
protected var mIsPartOfBatch: Boolean
protected var mIsVisible: Boolean
protected var mManageMaterial: Boolean
protected var mMaterial: Material!
protected val mMVMatrix: Matrix4!
protected val mMVPMatrix: Matrix4!
protected var mName: String!
protected var mOriginalTextureCoords: FloatBuffer!
protected var mOverrideMaterialColor: Boolean
protected var mParent: Object3D!
protected var mParentMatrix: Matrix4!
protected var mPickingColor: FloatArray!
protected var mPickingIndex: Int
protected var mPMatrix: Matrix4!
protected var mRenderChildrenAsBatch: Boolean
protected val mRotationMatrix: Matrix4!
protected var mShowBoundingVolume: Boolean
protected var mTransparent: Boolean
protected open fun preRender(): Unit
static val RED: Int
open fun reload(): Unit
open fun removeChild(child: Object3D!): Boolean
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3!): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material!): Unit
open fun setName(name: String!): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
protected open fun setShaderParams(camera: Camera!): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
static val UNPICKABLE: Int
open class Object3D : ATransformable3D, Comparable<Object3D!>, INode
Module Contents
Object3D()
Object3D(name: String!)
open fun accept(visitor: INodeVisitor!): Unit
open fun addChild(child: Object3D!): Unit
static val ALPHA: Int
static val BLUE: Int
protected open fun checkGlError(op: String!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D!
open fun clone(copyMaterial: Boolean): Object3D!
open fun clone(): Object3D!
protected open fun cloneTo(clone: Object3D!, copyMaterial: Boolean): Unit
open fun compareTo(other: Object3D!): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox!
open fun getChildAt(index: Int): Object3D!
open fun getChildByName(name: String!): Object3D!
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D!
open fun getInverseViewMatrix(): Matrix4!
open fun getMaterial(): Material!
open fun getModelViewMatrix(): Matrix4!
open fun getModelViewProjectionMatrix(): Matrix4!
open fun getName(): String!
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D!
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getWorldPosition(): Vector3!
static val GREEN: Int
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
protected var mBackSided: Boolean
protected var mBlendFuncDFactor: Int
protected var mBlendFuncSFactor: Int
protected var mChildren: MutableList<Object3D!>!
protected var mColor: FloatArray!
protected var mDoubleSided: Boolean
protected var mDrawingMode: Int
protected var mElementsBufferType: Int
protected var mEnableBlending: Boolean
protected var mEnableDepthMask: Boolean
protected var mEnableDepthTest: Boolean
protected var mForcedDepth: Boolean
protected var mFrustumTest: Boolean
protected var mGeometry: Geometry3D!
protected var mHasCubemapTexture: Boolean
protected val mInverseViewMatrix: Matrix4!
protected var mIsContainerOnly: Boolean
protected var mIsDestroyed: Boolean
protected var mIsInFrustum: Boolean
protected var mIsPartOfBatch: Boolean
protected var mIsVisible: Boolean
protected var mManageMaterial: Boolean
protected var mMaterial: Material!
protected val mMVMatrix: Matrix4!
protected val mMVPMatrix: Matrix4!
protected var mName: String!
protected var mOriginalTextureCoords: FloatBuffer!
protected var mOverrideMaterialColor: Boolean
protected var mParent: Object3D!
protected var mParentMatrix: Matrix4!
protected var mPickingColor: FloatArray!
protected var mPickingIndex: Int
protected var mPMatrix: Matrix4!
protected var mRenderChildrenAsBatch: Boolean
protected val mRotationMatrix: Matrix4!
protected var mShowBoundingVolume: Boolean
protected var mTransparent: Boolean
protected open fun preRender(): Unit
static val RED: Int
open fun reload(): Unit
open fun removeChild(child: Object3D!): Boolean
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun renderColorPicking(camera: Camera!, pickingMaterial: Material!): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String!, atlas: TextureAtlas!): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3!): Unit
open fun setData(vertexBufferInfo: BufferInfo!, normalBufferInfo: BufferInfo!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray!, verticesUsage: Int, normals: FloatArray!, normalsUsage: Int, textureCoords: FloatArray!, textureCoordsUsage: Int, colors: FloatArray!, colorsUsage: Int, indices: IntArray!, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material!): Unit
open fun setName(name: String!): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
protected open fun setShaderParams(camera: Camera!): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
static val UNPICKABLE: Int
class WorldParameters
class WorldParameters
package org.rajawali3d.animation
Module Contents
abstract class Animation : Playable
abstract class Animation : Playable
abstract class Animation3D : Animation
abstract class Animation3D : Animation
open class AnimationGroup : Animation
open class AnimationGroup : Animation
open class AnimationQueue : AnimationGroup
open class AnimationQueue : AnimationGroup
open class CoalesceAnimation3D : Animation3D
open class CoalesceAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
protected open fun applyTransformation(): Unit
protected var mAngle: Double
protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
protected var mEccentricity: Double
protected var mFocalPoint: Vector3!
protected var mNormal: Vector3!
protected var mPeriapsis: Vector3!
protected var mScratch1: Vector3!
protected var mScratch2: Vector3!
protected var mScratch3: Vector3!
class OrbitDirection
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, normal: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, axis: Vector3.Axis!, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3!, periapsis: Vector3!, eccentricity: Double, angle: Double, axis: Vector3.Axis!, direction: EllipticalOrbitAnimation3D.OrbitDirection!)
protected open fun applyTransformation(): Unit
protected var mAngle: Double
protected var mDirection: EllipticalOrbitAnimation3D.OrbitDirection!
protected var mEccentricity: Double
protected var mFocalPoint: Vector3!
protected var mNormal: Vector3!
protected var mPeriapsis: Vector3!
protected var mScratch1: Vector3!
protected var mScratch2: Vector3!
protected var mScratch3: Vector3!
class OrbitDirection
open class ExplodingAnimation3D : Animation3D
open class ExplodingAnimation3D : Animation3D
interface IAnimationListener
interface IAnimationListener
interface IPlayable
interface IPlayable
abstract class Playable : IPlayable
abstract class Playable : IPlayable
open class PosableAnimation3D : Animation3D
open class PosableAnimation3D : Animation3D
open class RotateAnimation3D : Animation3D
open class RotateAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class ScaleAnimation3D : Animation3D
open class ScaleAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SplineOrientationAnimation3D : Animation3D
open class SplineOrientationAnimation3D : Animation3D
open class SplineScalingAnimation3D : Animation3D
open class SplineScalingAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
package org.rajawali3d.animation.mesh
Module Contents
abstract class AAnimationObject3D : Object3D
abstract class AAnimationObject3D : Object3D
interface IAnimationFrame
interface IAnimationFrame
interface IAnimationSequence
interface IAnimationSequence
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
var boneIndexes1: FloatArray!
var boneIndexes2: FloatArray!
open class BoneVertex
open class BoneWeight
var boneWeights1: FloatArray!
var boneWeights2: FloatArray!
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
static val MAX_WEIGHTS_PER_VERTEX: Int
protected var mboneIndexes1: FloatBuffer!
protected var mboneIndexes2: FloatBuffer!
protected var mboneWeights1: FloatBuffer!
protected var mboneWeights2: FloatBuffer!
protected var mMaxBoneWeightsPerVertex: Int
var mSkeleton: SkeletalAnimationObject3D!
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera!): Unit
open fun setSkeleton(skeleton: Object3D!): Unit
open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
var boneIndexes1: FloatArray!
var boneIndexes2: FloatArray!
open class BoneVertex
open class BoneWeight
var boneWeights1: FloatArray!
var boneWeights2: FloatArray!
open fun calculateModelMatrix(parentMatrix: Matrix4!): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D!
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
static val MAX_WEIGHTS_PER_VERTEX: Int
protected var mboneIndexes1: FloatBuffer!
protected var mboneIndexes2: FloatBuffer!
protected var mboneWeights1: FloatBuffer!
protected var mboneWeights2: FloatBuffer!
protected var mMaxBoneWeightsPerVertex: Int
var mSkeleton: SkeletalAnimationObject3D!
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setData(vertices: FloatArray!, normals: FloatArray!, textureCoords: FloatArray!, colors: FloatArray!, indices: IntArray!, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera!): Unit
open fun setSkeleton(skeleton: Object3D!): Unit
open fun setSkeletonMeshData(vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<SkeletalAnimationChildObject3D.BoneVertex!>!, numWeights: Int, weights: Array<SkeletalAnimationChildObject3D.BoneWeight!>!): Unit
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
open fun getAnimationSequence(): SkeletalAnimationSequence!
open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
protected var mBoneMatrices: DoubleBuffer!
var mBoneMatricesBufferInfo: BufferInfo!
var mInverseBindPoseMatrix: Array<DoubleArray!>!
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setAnimationSequence(name: String!): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
open fun setBindPoseMatrices(bp: DoubleArray!): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setShaderParams(camera: Camera!): Unit
open class SkeletalAnimationException : Exception
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
var uBoneMatrix: DoubleArray!
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D!
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D!
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence!
open fun getAnimationSequence(name: String!): SkeletalAnimationSequence!
open fun getAnimationSequence(): SkeletalAnimationSequence!
open fun getAnimationSequences(): Array<SkeletalAnimationSequence!>!
open fun getJoint(index: Int): SkeletalAnimationFrame.SkeletonJoint!
open fun getJoints(): Array<SkeletalAnimationFrame.SkeletonJoint!>!
protected var mBoneMatrices: DoubleBuffer!
var mBoneMatricesBufferInfo: BufferInfo!
var mInverseBindPoseMatrix: Array<DoubleArray!>!
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray!, invbp: Array<DoubleArray!>!): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence!): Unit
open fun setAnimationSequence(name: String!): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence!>!): Unit
open fun setBindPoseMatrices(bp: DoubleArray!): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray!>!): Unit
open fun setJoints(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletalAnimationFrame.SkeletonJoint!>!): Unit
open fun setShaderParams(camera: Camera!): Unit
open class SkeletalAnimationException : Exception
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence!, duration: Int, interpolator: Interpolator!): Unit
open fun transitionToAnimationSequence(name: String!, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String!, duration: Int, interpolator: Interpolator!): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator!): Boolean
var uBoneMatrix: DoubleArray!
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationSequence : IAnimationSequence
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationObject3D : AAnimationObject3D
package org.rajawali3d.bounds
package org.rajawali3d.cameras
Module Contents
abstract class AObjectCamera : Camera
abstract class AObjectCamera : Camera
open class ArcballCamera : Camera
open class ArcballCamera : Camera
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera!
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum!
open fun getFrustumCorners(points: Array<Vector3!>!): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getViewMatrix(): Matrix4!
open fun isInitialized(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mCameraDirty: Boolean
protected var mFarPlane: Double
protected var mFieldOfView: Double
protected var mFrustum: Frustum!
protected var mFrustumCorners: Array<Vector3!>!
protected val mFrustumLock: Any!
protected var mIsInitialized: Boolean
protected var mLastHeight: Int
protected var mLastWidth: Int
protected var mLocalOrientation: Quaternion!
protected var mNearPlane: Double
protected val mProjMatrix: Matrix4!
protected val mScratchMatrix: Matrix4!
protected val mViewMatrix: Matrix4!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion!): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4!): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4!): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera!
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum!
open fun getFrustumCorners(points: Array<Vector3!>!): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3!>!, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4!
open fun getTransformedBoundingVolume(): IBoundingVolume!
open fun getViewMatrix(): Matrix4!
open fun isInitialized(): Boolean
protected var mBoundingBox: BoundingBox!
protected var mCameraDirty: Boolean
protected var mFarPlane: Double
protected var mFieldOfView: Double
protected var mFrustum: Frustum!
protected var mFrustumCorners: Array<Vector3!>!
protected val mFrustumLock: Any!
protected var mIsInitialized: Boolean
protected var mLastHeight: Int
protected var mLastWidth: Int
protected var mLocalOrientation: Quaternion!
protected var mNearPlane: Double
protected val mProjMatrix: Matrix4!
protected val mScratchMatrix: Matrix4!
protected val mViewMatrix: Matrix4!
open fun onRecalculateModelMatrix(parentMatrix: Matrix4!): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion!): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4!): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4!): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera2D : Camera
open class Camera2D : Camera
open class ChaseCamera : AObjectCamera
open class ChaseCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class Frustum
open class Frustum
open class OrthographicCamera : Camera
open class OrthographicCamera : Camera
package org.rajawali3d.curves
package org.rajawali3d.debug
package org.rajawali3d.extras
Module Contents
open class LensFlare
Module Contents
LensFlare(: ASingleTexture!, : Int, : Double, : Vector3!)
open fun addLensFlare(: ASingleTexture!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!, : Double): Unit
open class FlareInfo
open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
open fun getPosition(): Vector3!
open fun getPositionScreen(): Vector3!
protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
protected var mOccluded: Boolean
protected var mPosition: Vector3!
protected var mPositionScreen: Vector3!
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3!): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3!): Unit
open fun updateLensFlares(): Unit
open class LensFlare
Module Contents
LensFlare(: ASingleTexture!, : Int, : Double, : Vector3!)
open fun addLensFlare(: ASingleTexture!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!): Unit
open fun addLensFlare(: ASingleTexture!, : Int, : Double, : Vector3!, : Double): Unit
open class FlareInfo
open fun getLensFlares(): ArrayList<LensFlare.FlareInfo!>!
open fun getPosition(): Vector3!
open fun getPositionScreen(): Vector3!
protected var mLensFlares: ArrayList<LensFlare.FlareInfo!>!
protected var mOccluded: Boolean
protected var mPosition: Vector3!
protected var mPositionScreen: Vector3!
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3!): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3!): Unit
open fun updateLensFlares(): Unit
package org.rajawali3d.lights
package org.rajawali3d.loader
package org.rajawali3d.loader.async
package org.rajawali3d.loader.awd
package org.rajawali3d.loader.awd.exceptions
package org.rajawali3d.loader.fbx
package org.rajawali3d.loader.md5
package org.rajawali3d.materials
Module Contents
abstract class AResourceManager
abstract class AResourceManager
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
open fun addPlugin(plugin: IMaterialPlugin!): Unit
open fun addTexture(texture: ATexture!): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture!): Unit
open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material!): Unit
protected open fun createShaders(): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod!
open fun getInverseViewMatrix(): FloatArray!
open fun getModelViewMatrix(): FloatArray!
open fun getOwnerIdentity(): String!
open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
open fun getSpecularMethod(): ISpecularMethod!
open fun getTextureList(): ArrayList<ATexture!>!
open fun getTime(): Float
open fun lightingEnabled(): Boolean
protected var mCustomFragmentShader: FragmentShader!
protected var mCustomVertexShader: VertexShader!
protected var mLights: MutableList<ALight!>!
protected val mNormalFloats: FloatArray!
protected var mNormalMatrix: Matrix4!
protected var mOwnerIdentity: String!
protected var mPlugins: MutableList<IMaterialPlugin!>!
protected var mTextureHandles: MutableMap<String!, Int!>!
protected var mTextureList: ArrayList<ATexture!>!
protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
class PluginInsertLocation
open fun removePlugin(plugin: IMaterialPlugin!): Unit
open fun removeTexture(texture: ATexture!): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray!): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D!): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo!): Unit
open fun setOwnerIdentity(identity: String!): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo!): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo!): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D!): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!)
Material(customVertexShader: VertexShader!, customFragmentShader: FragmentShader!, deferCapabilitiesCheck: Boolean)
open fun addPlugin(plugin: IMaterialPlugin!): Unit
open fun addTexture(texture: ATexture!): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture!): Unit
open fun bindTextureByName(name: String!, index: Int, texture: ATexture!): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material!): Unit
protected open fun createShaders(): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod!
open fun getInverseViewMatrix(): FloatArray!
open fun getModelViewMatrix(): FloatArray!
open fun getOwnerIdentity(): String!
open fun getPlugin(pluginClass: Class<*>!): IMaterialPlugin!
open fun getSpecularMethod(): ISpecularMethod!
open fun getTextureList(): ArrayList<ATexture!>!
open fun getTime(): Float
open fun lightingEnabled(): Boolean
protected var mCustomFragmentShader: FragmentShader!
protected var mCustomVertexShader: VertexShader!
protected var mLights: MutableList<ALight!>!
protected val mNormalFloats: FloatArray!
protected var mNormalMatrix: Matrix4!
protected var mOwnerIdentity: String!
protected var mPlugins: MutableList<IMaterialPlugin!>!
protected var mTextureHandles: MutableMap<String!, Int!>!
protected var mTextureList: ArrayList<ATexture!>!
protected open fun onPreFragmentShaderInitialize(@NonNull fragmentShader: FragmentShader): Unit
protected open fun onPreVertexShaderInitialize(@NonNull vertexShader: VertexShader): Unit
class PluginInsertLocation
open fun removePlugin(plugin: IMaterialPlugin!): Unit
open fun removeTexture(texture: ATexture!): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray!): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D!): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4!): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo!): Unit
open fun setOwnerIdentity(identity: String!): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod!): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo!): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo!): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo!): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D!): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class MaterialManager : AResourceManager
open class MaterialManager : AResourceManager
package org.rajawali3d.materials.methods
package org.rajawali3d.materials.plugins
package org.rajawali3d.materials.shaders
Module Contents
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: AShader.ShaderType!)
AShader(shaderType: AShader.ShaderType!, resourceId: Int)
AShader(shaderType: AShader.ShaderType!, shaderString: String!)
open fun abs(value: String!): String!
open fun abs(value: AShaderBase.ShaderVar!): String!
open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addFunction(name: String!, implementation: String!): String!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
open fun addPreprocessorDirective(directive: String!): Unit
open fun addShaderFragment(fragment: IShaderFragment!): Unit
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
open fun applyParams(): Unit
open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun buildShader(): Unit
open fun castInt(value: Float): AShaderBase.ShaderVar!
open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castInt(value: String!): AShaderBase.ShaderVar!
open fun castMat3(value: Float): AShaderBase.ShaderVar!
open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castMat4(value: Float): AShaderBase.ShaderVar!
open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: Float): AShaderBase.ShaderVar!
open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(var: String!): AShaderBase.ShaderVar!
open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(var: String!): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
open class Condition
Module Contents
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
open fun getJoinOperator(): AShader.Operator!
open fun getLeftValue(): AShaderBase.ShaderVar!
open fun getOperator(): AShader.Operator!
open fun getRightValue(): String!
open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun discard(): Unit
open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun endif(): Unit
open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getAttribLocation(programHandle: Int, name: String!): Int
open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getFunctions(): Hashtable<String!, String!>!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getPreprocessorDirectives(): MutableList<String!>!
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String!): IShaderFragment!
open fun getShaderString(): String!
open fun getShaderType(): AShader.ShaderType!
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
protected open fun getUniformLocation(programHandle: Int, name: String!): Int
open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
protected val GL_POSITION: AShaderBase.GLPosition!
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: AShader.Condition!): Unit
open fun ifelseif(condition: AShader.Condition!): Unit
open fun initialize(): Unit
open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun main(): Unit
open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected var mNeedsBuild: Boolean
open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
protected var mProgramHandle: Int
protected var mShaderFragments: MutableList<IShaderFragment!>!
protected var mShaderString: String!
open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun needsBuild(): Boolean
open fun normalize(value: String!): String!
open fun normalize(value: AShaderBase.ShaderVar!): String!
class Operator
open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
open fun setUniform1f(name: String!, value: Float): Unit
open fun setUniform1i(name: String!, value: Int): Unit
open fun setUniform2fv(name: String!, value: FloatArray!): Unit
open fun setUniform3fv(name: String!, value: FloatArray!): Unit
static var SHADER_ID: String!
class ShaderType
open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun startif(vararg conditions: AShader.Condition!): Unit
open fun startif(condition: AShader.Condition!): Unit
open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: AShader.ShaderType!)
AShader(shaderType: AShader.ShaderType!, resourceId: Int)
AShader(shaderType: AShader.ShaderType!, shaderString: String!)
open fun abs(value: String!): String!
open fun abs(value: AShaderBase.ShaderVar!): String!
open fun acos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addAttribute(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Int): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Float): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, value: Double): AShaderBase.ShaderVar!
protected open fun addConst(name: String!, var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun addFunction(name: String!, implementation: String!): String!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addGlobal(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addPrecisionQualifier(dataType: AShaderBase.DataType!, precision: AShaderBase.Precision!): Unit
open fun addPreprocessorDirective(directive: String!): Unit
open fun addShaderFragment(fragment: IShaderFragment!): Unit
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addUniform(var: AShaderBase.IGlobalShaderVar!, suffix: String!): AShaderBase.ShaderVar!
protected open fun addUniform(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
protected open fun addVarying(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
protected open fun addVarying(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
open fun applyParams(): Unit
open fun atan(y: AShaderBase.ShaderVar!, x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun buildShader(): Unit
open fun castInt(value: Float): AShaderBase.ShaderVar!
open fun castInt(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castInt(value: String!): AShaderBase.ShaderVar!
open fun castMat3(value: Float): AShaderBase.ShaderVar!
open fun castMat3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castMat4(value: Float): AShaderBase.ShaderVar!
open fun castMat4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: Float): AShaderBase.ShaderVar!
open fun castVec2(x: Float, y: Float): AShaderBase.ShaderVar!
open fun castVec2(x: String!, y: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec2(x: String!): AShaderBase.ShaderVar!
open fun castVec2(x: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(x: Float, y: Float, z: Float): AShaderBase.ShaderVar!
open fun castVec3(x: AShaderBase.ShaderVar!, y: AShaderBase.ShaderVar!, z: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec3(var: String!): AShaderBase.ShaderVar!
open fun castVec3(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun castVec4(var: String!): AShaderBase.ShaderVar!
open fun castVec4(var: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun castVec4(var: String!, value: Float): AShaderBase.ShaderVar!
open fun clamp(var: AShaderBase.ShaderVar!, value1: Float, value2: Float): AShaderBase.ShaderVar!
open class Condition
Module Contents
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(joinOperator: AShader.Operator!, leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: String!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: AShaderBase.ShaderVar!)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Float)
Condition(leftValue: AShaderBase.ShaderVar!, operator: AShader.Operator!, rightValue: Boolean)
open fun getJoinOperator(): AShader.Operator!
open fun getLeftValue(): AShaderBase.ShaderVar!
open fun getOperator(): AShader.Operator!
open fun getRightValue(): String!
open fun cos(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun discard(): Unit
open fun distance(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value1: Float!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun dot(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun enclose(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun endif(): Unit
open fun floor(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getAttribLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getAttribLocation(programHandle: Int, name: String!): Int
open fun getAttributes(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getConsts(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getFunctions(): Hashtable<String!, String!>!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!): AShaderBase.ShaderVar!
open fun getGlobal(var: AShaderBase.IGlobalShaderVar!, index: Int): AShaderBase.ShaderVar!
open fun getGlobals(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getPreprocessorDirectives(): MutableList<String!>!
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String!): IShaderFragment!
open fun getShaderString(): String!
open fun getShaderType(): AShader.ShaderType!
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, index: Int): Int
protected open fun getUniformLocation(programHandle: Int, var: AShaderBase.IGlobalShaderVar!, suffix: String!): Int
protected open fun getUniformLocation(programHandle: Int, name: String!): Int
open fun getUniforms(): Hashtable<String!, AShaderBase.ShaderVar!>!
open fun getVaryings(): Hashtable<String!, AShaderBase.ShaderVar!>!
protected val GL_DEPTH_RANGE: AShaderBase.GLDepthRange!
protected val GL_FRAG_COLOR: AShaderBase.GLFragColor!
protected val GL_FRAG_COORD: AShaderBase.GLFragCoord!
protected val GL_POINT_COORD: AShaderBase.GLPointCoord!
protected val GL_POINT_SIZE: AShaderBase.GLPointSize!
protected val GL_POSITION: AShaderBase.GLPosition!
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: AShader.Condition!): Unit
open fun ifelseif(condition: AShader.Condition!): Unit
open fun initialize(): Unit
open fun inversesqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun length(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun main(): Unit
open fun max(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun max(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun min(var1: AShaderBase.ShaderVar!, value2: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, value: Float): AShaderBase.ShaderVar!
open fun mix(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!, var3: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
protected var mNeedsBuild: Boolean
open fun mod(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun mod(var1: AShaderBase.ShaderVar!, var2: String!): AShaderBase.ShaderVar!
protected var mProgramHandle: Int
protected var mShaderFragments: MutableList<IShaderFragment!>!
protected var mShaderString: String!
open fun multiply(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun needsBuild(): Boolean
open fun normalize(value: String!): String!
open fun normalize(value: AShaderBase.ShaderVar!): String!
class Operator
open fun pow(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun radians(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun reflect(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder!): Unit
open fun setUniform1f(name: String!, value: Float): Unit
open fun setUniform1i(name: String!, value: Int): Unit
open fun setUniform2fv(name: String!, value: FloatArray!): Unit
open fun setUniform3fv(name: String!, value: FloatArray!): Unit
static var SHADER_ID: String!
class ShaderType
open fun sin(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun sqrt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun startif(vararg conditions: AShader.Condition!): Unit
open fun startif(condition: AShader.Condition!): Unit
open fun subtract(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value1: Float, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun tan(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture1D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun texture2DProj(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.RVec4!
open fun texture3D(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun textureCube(var1: AShaderBase.ShaderVar!, var2: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
abstract class AShaderBase
Module Contents
AShaderBase()
class DataType
class DefaultShaderVar : AShaderBase.IGlobalShaderVar
protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected class GLDepthRange : AShaderBase.RVec3
protected class GLFragColor : AShaderBase.RVec4
protected class GLFragCoord : AShaderBase.RVec4
protected class GLPointCoord : AShaderBase.RVec2
protected class GLPointSize : AShaderBase.RFloat
protected class GLPosition : AShaderBase.RVec4
interface IGlobalShaderVar
protected var mShaderSB: StringBuilder!
protected var mVarCount: Int
class Precision
protected open class RBool : AShaderBase.ShaderVar
protected open class RFloat : AShaderBase.ShaderVar
protected open class RInt : AShaderBase.ShaderVar
protected open class RMat3 : AShaderBase.ShaderVar
protected open class RMat4 : AShaderBase.RMat3
Module Contents
RMat4()
RMat4(name: String!)
RMat4(value: AShaderBase.ShaderVar!)
open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
protected open class RSampler2D : AShaderBase.RVec4
protected open class RSamplerCube : AShaderBase.RSampler2D
protected open class RSamplerExternalOES : AShaderBase.RSampler2D
protected open class RVec2 : AShaderBase.ShaderVar
protected open class RVec3 : AShaderBase.RVec2
protected open class RVec4 : AShaderBase.RVec3
protected open class ShaderVar
Module Contents
ShaderVar()
ShaderVar(dataType: AShaderBase.DataType!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun add(value: Float): AShaderBase.ShaderVar!
open fun assign(value: AShaderBase.ShaderVar!): Unit
open fun assign(value: String!): Unit
open fun assign(value: Float): Unit
open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
open fun assignAdd(value: Float): Unit
open fun assignAdd(value: String!): Unit
open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
open fun assignMultiply(value: Float): Unit
open fun assignMultiply(value: String!): Unit
open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
open fun assignSubtract(value: Float): Unit
open fun assignSubtract(value: String!): Unit
open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value: Float): AShaderBase.ShaderVar!
open fun elementAt(index: Int): AShaderBase.ShaderVar!
open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun elementAt(index: String!): AShaderBase.ShaderVar!
protected open fun generateName(): String!
open fun getArraySize(): Int
open fun getDataType(): AShaderBase.DataType!
open fun getName(): String!
open fun getValue(): String!
open fun getVarName(): String!
open fun isArray(size: Int): Unit
open fun isArray(): Boolean
protected open fun isGlobal(value: Boolean): Unit
protected open fun isGlobal(): Boolean
protected var mArraySize: Int
protected var mDataType: AShaderBase.DataType!
protected var mInitialized: Boolean
protected var mIsArray: Boolean
protected var mIsGlobal: Boolean
protected var mName: String!
open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: Float): AShaderBase.ShaderVar!
protected var mValue: String!
open fun negate(): AShaderBase.ShaderVar!
open fun setName(name: String!): Unit
open fun setValue(value: String!): Unit
open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value: Float): AShaderBase.ShaderVar!
protected open fun writeAssign(value: String!): Unit
protected open fun writeInitialize(): Unit
protected open fun writeInitialize(value: String!): Unit
abstract class AShaderBase
Module Contents
AShaderBase()
class DataType
class DefaultShaderVar : AShaderBase.IGlobalShaderVar
protected open fun getInstanceForDataType(dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getInstanceForDataType(name: String!, dataType: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected open fun getReturnTypeForOperation(left: AShaderBase.DataType!, right: AShaderBase.DataType!): AShaderBase.ShaderVar!
protected class GLDepthRange : AShaderBase.RVec3
protected class GLFragColor : AShaderBase.RVec4
protected class GLFragCoord : AShaderBase.RVec4
protected class GLPointCoord : AShaderBase.RVec2
protected class GLPointSize : AShaderBase.RFloat
protected class GLPosition : AShaderBase.RVec4
interface IGlobalShaderVar
protected var mShaderSB: StringBuilder!
protected var mVarCount: Int
class Precision
protected open class RBool : AShaderBase.ShaderVar
protected open class RFloat : AShaderBase.ShaderVar
protected open class RInt : AShaderBase.ShaderVar
protected open class RMat3 : AShaderBase.ShaderVar
protected open class RMat4 : AShaderBase.RMat3
Module Contents
RMat4()
RMat4(name: String!)
RMat4(value: AShaderBase.ShaderVar!)
open fun setValue(m00: Float, m01: Float, m02: Float, m03: Float, m10: Float, m11: Float, m12: Float, m13: Float, m20: Float, m21: Float, m22: Float, m23: Float, m30: Float, m31: Float, m32: Float, m33: Float): Unit
protected open class RSampler2D : AShaderBase.RVec4
protected open class RSamplerCube : AShaderBase.RSampler2D
protected open class RSamplerExternalOES : AShaderBase.RSampler2D
protected open class RVec2 : AShaderBase.ShaderVar
protected open class RVec3 : AShaderBase.RVec2
protected open class RVec4 : AShaderBase.RVec3
protected open class ShaderVar
Module Contents
ShaderVar()
ShaderVar(dataType: AShaderBase.DataType!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: AShaderBase.ShaderVar!)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!)
ShaderVar(dataType: AShaderBase.DataType!, value: String!, write: Boolean)
ShaderVar(name: String!, dataType: AShaderBase.DataType!, value: String!, write: Boolean)
open fun add(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun add(value: Float): AShaderBase.ShaderVar!
open fun assign(value: AShaderBase.ShaderVar!): Unit
open fun assign(value: String!): Unit
open fun assign(value: Float): Unit
open fun assignAdd(value: AShaderBase.ShaderVar!): Unit
open fun assignAdd(value: Float): Unit
open fun assignAdd(value: String!): Unit
open fun assignMultiply(value: AShaderBase.ShaderVar!): Unit
open fun assignMultiply(value: Float): Unit
open fun assignMultiply(value: String!): Unit
open fun assignSubtract(value: AShaderBase.ShaderVar!): Unit
open fun assignSubtract(value: Float): Unit
open fun assignSubtract(value: String!): Unit
open fun divide(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun divide(value: Float): AShaderBase.ShaderVar!
open fun elementAt(index: Int): AShaderBase.ShaderVar!
open fun elementAt(var: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun elementAt(index: String!): AShaderBase.ShaderVar!
protected open fun generateName(): String!
open fun getArraySize(): Int
open fun getDataType(): AShaderBase.DataType!
open fun getName(): String!
open fun getValue(): String!
open fun getVarName(): String!
open fun isArray(size: Int): Unit
open fun isArray(): Boolean
protected open fun isGlobal(value: Boolean): Unit
protected open fun isGlobal(): Boolean
protected var mArraySize: Int
protected var mDataType: AShaderBase.DataType!
protected var mInitialized: Boolean
protected var mIsArray: Boolean
protected var mIsGlobal: Boolean
protected var mName: String!
open fun modulus(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun multiply(value: Float): AShaderBase.ShaderVar!
protected var mValue: String!
open fun negate(): AShaderBase.ShaderVar!
open fun setName(name: String!): Unit
open fun setValue(value: String!): Unit
open fun subtract(value: AShaderBase.ShaderVar!): AShaderBase.ShaderVar!
open fun subtract(value: Float): AShaderBase.ShaderVar!
protected open fun writeAssign(value: String!): Unit
protected open fun writeInitialize(): Unit
protected open fun writeInitialize(value: String!): Unit
open class FragmentShader : AShader
open class FragmentShader : AShader
interface IShaderFragment
interface IShaderFragment
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String!)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setLocations(programHandle: Int): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String!)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray!): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray!): Unit
open fun setLights(lights: MutableList<ALight!>!): Unit
open fun setLocations(programHandle: Int): Unit
open fun setModelMatrix(modelMatrix: Matrix4!): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray!): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray!): Unit
open fun setNormalMatrix(normalMatrix: FloatArray!): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
package org.rajawali3d.materials.shaders.fragments
package org.rajawali3d.materials.shaders.fragments.animation
package org.rajawali3d.materials.shaders.fragments.diffuse
package org.rajawali3d.materials.shaders.fragments.effects
package org.rajawali3d.materials.shaders.fragments.specular
package org.rajawali3d.materials.shaders.fragments.texture
package org.rajawali3d.materials.textures
package org.rajawali3d.materials.textures.utils
package org.rajawali3d.math
Module Contents
open class MathUtil
open class MathUtil
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray!, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray!, mInvOffset: Int, m: DoubleArray!, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray!, resultOffset: Int, lhs: DoubleArray!, lhsOffset: Int, rhs: DoubleArray!, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray!, resultVecOffset: Int, lhsMat: DoubleArray!, lhsMatOffset: Int, rhsVec: DoubleArray!, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray!, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray!, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray!, rmOffset: Int, m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray!, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray!, smOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray!, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray!, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray!, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray!, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray!, tmOffset: Int, m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray!, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray!, mTransOffset: Int, m: DoubleArray!, mOffset: Int): Unit
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3!): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3!): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3.Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
open class Plane
open class Plane
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
static val NORMALIZATION_TOLERANCE: Double
fun normalize(): Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion!): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3.Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Vector3.Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
static val NORMALIZATION_TOLERANCE: Double
fun normalize(): Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion!): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
package org.rajawali3d.math.vector
Module Contents
open class Vector2
open class Vector2
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String!>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
class Axis
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
open fun normalize(): Double
@NonNull static val ONE: Vector3
open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3!
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray!): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
@NonNull static val X: Vector3
var y: Double
@NonNull static val Y: Vector3
var z: Double
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String!>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
class Axis
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
open fun normalize(): Double
@NonNull static val ONE: Vector3
open static fun orthoNormalize(@NonNull vecs: Array<Vector3!>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3!
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Vector3.Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray!): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
@NonNull static val X: Vector3
var y: Double
@NonNull static val Y: Vector3
var z: Double
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
package org.rajawali3d.postprocessing
package org.rajawali3d.postprocessing.effects
package org.rajawali3d.postprocessing.materials
package org.rajawali3d.postprocessing.passes
Module Contents
open class BlendPass : EffectPass
open class BlendPass : EffectPass
open class BlurPass : EffectPass
open class BlurPass : EffectPass
open class ClearMaskPass : APass
open class ClearMaskPass : APass
open class ColorThresholdPass : EffectPass
open class ColorThresholdPass : EffectPass
open class CopyPass : Material
open class CopyPass : Material
open class CopyToNewRenderTargetPass : EffectPass
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CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget!
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String!, renderer: Renderer!, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget!
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class DepthPass : APass
open class DepthPass : APass
open class EffectPass : APass
open class EffectPass : APass
open class FXAAPass : EffectPass
open class FXAAPass : EffectPass
open class GreyScalePass : EffectPass
open class GreyScalePass : EffectPass
open class KaleidoscopePass : EffectPass
open class KaleidoscopePass : EffectPass
open class MaskPass : APass
open class MaskPass : APass
open class PixelatedPass : EffectPass
open class PixelatedPass : EffectPass
open class RadialBlurPass : EffectPass
open class RadialBlurPass : EffectPass
open class RenderPass : APass
open class RenderPass : APass
open class ScanlinePass : EffectPass
open class ScanlinePass : EffectPass
open class SepiaPass : EffectPass
open class SepiaPass : EffectPass
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
open fun getShadowMapMaterial(): ShadowMapMaterial!
open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
class ShadowPassType
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPass.ShadowPassType!, scene: Scene!, camera: Camera!, light: DirectionalLight!, renderTarget: RenderTarget!)
open fun getShadowMapMaterial(): ShadowMapMaterial!
open fun render(scene: Scene!, renderer: Renderer!, screenQuad: ScreenQuad!, writeBuffer: RenderTarget!, readBuffer: RenderTarget!, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial!): Unit
class ShadowPassType
open class SobelPass : EffectPass
open class SobelPass : EffectPass
open class TilePass : EffectPass
open class TilePass : EffectPass
open class VignettePass : EffectPass
open class VignettePass : EffectPass
package org.rajawali3d.primitives
Module Contents
open class Cube : Object3D
open class Cube : Object3D
open class Cylinder : Object3D
open class Cylinder : Object3D
open class Line3D : Object3D
open class Line3D : Object3D
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
protected open fun calculateMinorAxis(major: Double): Double
protected open fun init(createVBOs: Boolean): Unit
protected var mEccentricity: Double
protected var mHeight: Double
protected var mMinorBase: Double
protected var mMinorTop: Double
protected var mRadiusBase: Double
protected var mRadiusTop: Double
protected var mSideCount: Int
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
protected open fun calculateMinorAxis(major: Double): Double
protected open fun init(createVBOs: Boolean): Unit
protected var mEccentricity: Double
protected var mHeight: Double
protected var mMinorBase: Double
protected var mMinorTop: Double
protected var mRadiusBase: Double
protected var mRadiusTop: Double
protected var mSideCount: Int
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
protected var mHeight: Float
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
protected var mWidth: Float
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Vector3.Axis!, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
protected var mHeight: Float
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
protected var mWidth: Float
open class PointShell : Object3D
open class PointShell : Object3D
open class PointSprite : Plane
open class PointSprite : Plane
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: ScreenQuad.UVmapping!)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setEffectPass(effectPass: EffectPass!): Unit
protected open fun setShaderParams(camera: Camera!): Unit
class UVmapping
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: ScreenQuad.UVmapping!)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: ScreenQuad.UVmapping!)
protected var mNumTextureTiles: Int
protected var mSegmentsH: Int
protected var mSegmentsW: Int
open fun render(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!, parentMatrix: Matrix4!, sceneMaterial: Material!): Unit
open fun setEffectPass(effectPass: EffectPass!): Unit
protected open fun setShaderParams(camera: Camera!): Unit
class UVmapping
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
protected open fun init(createVBOs: Boolean): Unit
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
protected open fun init(createVBOs: Boolean): Unit
open class Torus : Object3D
open class Torus : Object3D
package org.rajawali3d.renderer
Module Contents
abstract class AFrameTask : Runnable
abstract class AFrameTask : Runnable
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10!): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent!): Unit
abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface!): Unit
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10!): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent!): Unit
abstract fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface!): Unit
class NullRenderer : Renderer
class NullRenderer : Renderer
open class PipRenderer : Renderer
open class PipRenderer : Renderer
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context!)
Renderer(context: Context!, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene!): Boolean
open fun addMaterial(material: Material!): Boolean
open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
open fun addScene(scene: Scene!): Boolean
open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
open fun addTexture(texture: ATexture!): Boolean
protected static val AVAILABLE_CORES: Int
open fun clearOverrideViewportDimensions(): Unit
protected open fun clearScenes(): Unit
open fun getContext(): Context!
open fun getCurrentCamera(): Camera!
open fun getCurrentScene(): Scene!
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
protected open fun getNewDefaultScene(): Scene!
open fun getNumScenes(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget!
open fun getScene(scene: Int): Scene!
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager!
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
protected abstract fun initScene(): Unit
protected open fun internalOfferTask(task: AFrameTask!): Boolean
open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
protected var mContext: Context!
protected var mCurrentViewportHeight: Int
protected var mCurrentViewportWidth: Int
protected var mDefaultViewportHeight: Int
protected var mDefaultViewportWidth: Int
protected var mEnableDepthBuffer: Boolean
protected static var mFogEnabled: Boolean
protected var mFPSUpdateListener: OnFPSUpdateListener!
protected var mFrameCount: Int
protected var mFrameRate: Double
protected var mGLES_Major_Version: Int
protected var mGLES_Minor_Version: Int
protected var mLastMeasuredFPS: Double
protected val mLoaderExecutor: Executor!
protected var mMaterialManager: MaterialManager!
protected var mOverrideViewportHeight: Int
protected var mOverrideViewportWidth: Int
protected val mRenderTargets: MutableList<RenderTarget!>!
protected var mSceneInitialized: Boolean
protected val mScenes: MutableList<Scene!>!
protected var mSurface: ISurface!
protected var mTextureManager: TextureManager!
protected var mTimer: ScheduledExecutorService!
open fun onPause(): Unit
protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
open fun onRenderFrame(gl: GL10!): Unit
open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
open fun onResume(): Unit
protected open fun performFrameTasks(): Unit
open fun reloadMaterials(): Boolean
protected open fun reloadRenderTargets(): Unit
protected open fun reloadScenes(): Unit
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material!): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
open fun removeScene(scene: Scene!): Boolean
open fun removeTexture(texture: ATexture!): Boolean
protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceScene(scene: Scene!, location: Int): Boolean
open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceTexture(texture: ATexture!): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface!): Unit
open fun setRenderTarget(renderTarget: RenderTarget!): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
protected static var sMaxLights: Int
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene!): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene!): Unit
open fun unProject(p: PointF!, distance: Float): Vector3!
open fun unProject(x: Double, y: Double, z: Double): Vector3!
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context!)
Renderer(context: Context!, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene!): Boolean
open fun addMaterial(material: Material!): Boolean
open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
open fun addScene(scene: Scene!): Boolean
open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
open fun addTexture(texture: ATexture!): Boolean
protected static val AVAILABLE_CORES: Int
open fun clearOverrideViewportDimensions(): Unit
protected open fun clearScenes(): Unit
open fun getContext(): Context!
open fun getCurrentCamera(): Camera!
open fun getCurrentScene(): Scene!
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
protected open fun getNewDefaultScene(): Scene!
open fun getNumScenes(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget!
open fun getScene(scene: Int): Scene!
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager!
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean
protected abstract fun initScene(): Unit
protected open fun internalOfferTask(task: AFrameTask!): Boolean
open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
protected var mContext: Context!
protected var mCurrentViewportHeight: Int
protected var mCurrentViewportWidth: Int
protected var mDefaultViewportHeight: Int
protected var mDefaultViewportWidth: Int
protected var mEnableDepthBuffer: Boolean
protected static var mFogEnabled: Boolean
protected var mFPSUpdateListener: OnFPSUpdateListener!
protected var mFrameCount: Int
protected var mFrameRate: Double
protected var mGLES_Major_Version: Int
protected var mGLES_Minor_Version: Int
protected var mLastMeasuredFPS: Double
protected val mLoaderExecutor: Executor!
protected var mMaterialManager: MaterialManager!
protected var mOverrideViewportHeight: Int
protected var mOverrideViewportWidth: Int
protected val mRenderTargets: MutableList<RenderTarget!>!
protected var mSceneInitialized: Boolean
protected val mScenes: MutableList<Scene!>!
protected var mSurface: ISurface!
protected var mTextureManager: TextureManager!
protected var mTimer: ScheduledExecutorService!
open fun onPause(): Unit
protected open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
open fun onRenderFrame(gl: GL10!): Unit
open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit
open fun onResume(): Unit
protected open fun performFrameTasks(): Unit
open fun reloadMaterials(): Boolean
protected open fun reloadRenderTargets(): Unit
protected open fun reloadScenes(): Unit
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material!): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
open fun removeScene(scene: Scene!): Boolean
open fun removeTexture(texture: ATexture!): Boolean
protected open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceScene(scene: Scene!, location: Int): Boolean
open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
open fun replaceTexture(texture: ATexture!): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface!): Unit
open fun setRenderTarget(renderTarget: RenderTarget!): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
protected static var sMaxLights: Int
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene!): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene!): Unit
open fun unProject(p: PointF!, distance: Float): Vector3!
open fun unProject(x: Double, y: Double, z: Double): Vector3!
open class RenderTarget
Module Contents
RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTarget(name: String!, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String!): Unit
open fun clone(): RenderTarget!
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String!
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture!
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
protected var mBitmapConfig: Config!
protected var mDepthBufferHandle: Int
protected var mFilterType: ATexture.FilterType!
protected var mFrameBufferHandle: Int
protected var mFullscreen: Boolean
protected var mGLType: Int
protected var mHeight: Int
protected var mMipmaps: Boolean
protected var mName: String!
protected var mOffsetX: Int
protected var mOffsetY: Int
protected var mStencilBuffer: Boolean
protected var mStencilBufferHandle: Int
protected var mTexture: RenderTargetTexture!
protected var mWidth: Int
protected var mWrapType: ATexture.WrapType!
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTarget
Module Contents
RenderTarget(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTarget(name: String!, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String!): Unit
open fun clone(): RenderTarget!
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String!
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture!
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
protected var mBitmapConfig: Config!
protected var mDepthBufferHandle: Int
protected var mFilterType: ATexture.FilterType!
protected var mFrameBufferHandle: Int
protected var mFullscreen: Boolean
protected var mGLType: Int
protected var mHeight: Int
protected var mMipmaps: Boolean
protected var mName: String!
protected var mOffsetX: Int
protected var mOffsetY: Int
protected var mStencilBuffer: Boolean
protected var mStencilBufferHandle: Int
protected var mTexture: RenderTargetTexture!
protected var mWidth: Int
protected var mWrapType: ATexture.WrapType!
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTargetCube(name: String!, width: Int, height: Int)
open fun getActiveCubeFace(): Int
protected var mActiveCubeFace: Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String!, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config!, filterType: ATexture.FilterType!, wrapType: ATexture.WrapType!)
RenderTargetCube(name: String!, width: Int, height: Int)
open fun getActiveCubeFace(): Int
protected var mActiveCubeFace: Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
abstract class SideBySideRenderer : Renderer
abstract class SideBySideRenderer : Renderer
package org.rajawali3d.renderer.pip
package org.rajawali3d.renderer.plugins
package org.rajawali3d.scene
Module Contents
abstract class ASceneFrameCallback
abstract class ASceneFrameCallback
open class Scene
Module Contents
Scene(renderer: Renderer!)
Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
open fun addAndSwitchCamera(camera: Camera!): Boolean
open fun addCamera(camera: Camera!): Boolean
open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
open fun addChild(child: Object3D!): Boolean
open fun addChildAt(child: Object3D!, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
open fun addLight(light: ALight!): Boolean
open fun addPlugin(plugin: Plugin!): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera!
open fun getCamera(camera: Int): Camera!
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera!>!
open fun getChildrenCopy(): ArrayList<Object3D!>!
open fun getLights(): MutableList<ALight!>!
open fun getLightsCopy(): ArrayList<ALight!>!
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected val GL_COVERAGE_BUFFER_BIT_NV: Int
protected open fun hasChild(child: Object3D!): Boolean
open fun hasPickerInfo(): Boolean
protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
open fun initScene(): Unit
protected open fun initSceneGraph(): Unit
protected var mAlpha: Float
protected var mAlwaysClearColorBuffer: Boolean
protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
open fun markLightingDirty(): Unit
protected var mBlue: Float
protected var mCamera: Camera!
protected var mDisplaySceneGraph: Boolean
protected var mEnableDepthBuffer: Boolean
protected var mEyeZ: Double
protected var mFogParams: FogMaterialPlugin.FogParams!
protected var mGreen: Float
protected var mInvVPMatrix: Matrix4!
protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
protected var mPMatrix: Matrix4!
protected var mRed: Float
protected var mReloadPickerInfo: Boolean
protected var mRenderer: Renderer!
protected var mSceneGraph: IGraphNode!
protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
protected var mSkybox: Cube!
protected var mSkyboxTexture: ATexture!
protected var mVMatrix: Matrix4!
protected var mVPMatrix: Matrix4!
open fun registerAnimation(anim: Animation!): Boolean
open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera!): Boolean
open fun removeChild(child: Object3D!): Boolean
open fun removeLight(light: ALight!): Boolean
open fun removePlugin(plugin: Plugin!): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
open fun replaceCamera(camera: Camera!, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceChild(child: Object3D!, location: Int): Boolean
open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
open fun switchCamera(camera: Camera!): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation!): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
open class Scene
Module Contents
Scene(renderer: Renderer!)
Scene(renderer: Renderer!, type: IGraphNode.GRAPH_TYPE!)
open fun addAndSwitchCamera(camera: Camera!): Boolean
open fun addCamera(camera: Camera!): Boolean
open fun addCameras(cameras: MutableCollection<Camera!>!): Boolean
open fun addChild(child: Object3D!): Boolean
open fun addChildAt(child: Object3D!, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D!>!): Boolean
open fun addLight(light: ALight!): Boolean
open fun addPlugin(plugin: Plugin!): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin!>!): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
protected open fun doColorPicking(pickerInfo: ObjectColorPicker.ColorPickerInfo!): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera!
open fun getCamera(camera: Int): Camera!
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera!>!
open fun getChildrenCopy(): ArrayList<Object3D!>!
open fun getLights(): MutableList<ALight!>!
open fun getLightsCopy(): ArrayList<ALight!>!
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin!>!
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected val GL_COVERAGE_BUFFER_BIT_NV: Int
protected open fun hasChild(child: Object3D!): Boolean
open fun hasPickerInfo(): Boolean
protected open fun hasPlugin(plugin: IRendererPlugin!): Boolean
open fun initScene(): Unit
protected open fun initSceneGraph(): Unit
protected var mAlpha: Float
protected var mAlwaysClearColorBuffer: Boolean
protected var mAntiAliasingConfig: ISurface.ANTI_ALIASING_CONFIG!
open fun markLightingDirty(): Unit
protected var mBlue: Float
protected var mCamera: Camera!
protected var mDisplaySceneGraph: Boolean
protected var mEnableDepthBuffer: Boolean
protected var mEyeZ: Double
protected var mFogParams: FogMaterialPlugin.FogParams!
protected var mGreen: Float
protected var mInvVPMatrix: Matrix4!
protected var mPickerInfo: ObjectColorPicker.ColorPickerInfo!
protected var mPMatrix: Matrix4!
protected var mRed: Float
protected var mReloadPickerInfo: Boolean
protected var mRenderer: Renderer!
protected var mSceneGraph: IGraphNode!
protected var mSceneGraphType: IGraphNode.GRAPH_TYPE!
protected var mSkybox: Cube!
protected var mSkyboxTexture: ATexture!
protected var mVMatrix: Matrix4!
protected var mVPMatrix: Matrix4!
open fun registerAnimation(anim: Animation!): Boolean
open fun registerAnimations(anims: MutableCollection<Animation!>!): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera!): Boolean
open fun removeChild(child: Object3D!): Boolean
open fun removeLight(light: ALight!): Boolean
open fun removePlugin(plugin: Plugin!): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget!, sceneMaterial: Material!): Unit
open fun replaceAndSwitchCamera(camera: Camera!, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceAnimation(oldAnim: Animation!, newAnim: Animation!): Boolean
open fun replaceCamera(camera: Camera!, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera!, newCamera: Camera!): Boolean
open fun replaceChild(child: Object3D!, location: Int): Boolean
open fun replaceChild(oldChild: Object3D!, newChild: Object3D!): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ObjectColorPicker.ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ISurface.ANTI_ALIASING_CONFIG!): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogMaterialPlugin.FogParams!): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial!): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap!>!): Boolean
open fun setSkybox(skybox: Cube!, texture: ATexture!): Boolean
open fun switchCamera(camera: Camera!): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation!): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback!): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap!>!): Unit
package org.rajawali3d.scenegraph
Module Contents
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
protected A_nAABBTree()
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember!): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun addToMembers(object: IGraphNodeMember!): Unit
protected open fun addToOutside(object: IGraphNodeMember!): Unit
protected open fun calculateChildSideLengths(): Unit
open fun canMerge(): Boolean
protected var CHILD_COUNT: Int
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume!): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
protected abstract fun destroy(): Unit
open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
protected open fun getChildRegion(): Int
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected open fun grow(): Unit
protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
protected abstract fun init(): Unit
protected open fun internalAddObject(object: IGraphNodeMember!): Unit
open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
protected var mChildLengths: Vector3!
protected var mChildRegion: Int
protected var mChildren: Array<A_nAABBTree!>!
protected open fun merge(): Unit
protected var mGrowThreshold: Int
protected var mMembers: MutableList<IGraphNodeMember!>!
protected var mMergeThreshold: Int
protected val mMMatrix: Matrix4!
protected var mOutside: MutableList<IGraphNodeMember!>!
protected var mOverlap: Int
protected var mParent: A_nAABBTree!
protected val mPosition: Vector3!
protected var mRecursiveAdd: Boolean
protected var mRecursiveRemove: Boolean
protected var mShrinkThreshold: Int
protected var mSplit: Boolean
protected var mSplitThreshold: Int
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
open fun removeObject(object: IGraphNodeMember!): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun setBounds(member: IGraphNodeMember!): Unit
protected open fun setBounds(child: Int): Unit
protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
protected open fun shrink(): Unit
protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
protected open fun split(): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember!): Unit
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
protected A_nAABBTree()
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember!): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun addToMembers(object: IGraphNodeMember!): Unit
protected open fun addToOutside(object: IGraphNodeMember!): Unit
protected open fun calculateChildSideLengths(): Unit
open fun canMerge(): Boolean
protected var CHILD_COUNT: Int
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume!): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume!): Unit
protected abstract fun destroy(): Unit
open fun displayGraph(camera: Camera!, vpMatrix: Matrix4!, projMatrix: Matrix4!, vMatrix: Matrix4!): Unit
protected open fun getAllMembersRecursively(shouldClear: Boolean): ArrayList<IGraphNodeMember!>!
protected open fun getChildRegion(): Int
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3!
open fun getSceneMinBound(): Vector3!
protected open fun grow(): Unit
protected open fun handleRecursiveUpdate(container: A_nAABBTree!, object: IGraphNodeMember!): Unit
protected abstract fun init(): Unit
protected open fun internalAddObject(object: IGraphNodeMember!): Unit
open fun isContainedBy(boundingVolume: IBoundingVolume!): Boolean
protected var mChildLengths: Vector3!
protected var mChildRegion: Int
protected var mChildren: Array<A_nAABBTree!>!
protected open fun merge(): Unit
protected var mGrowThreshold: Int
protected var mMembers: MutableList<IGraphNodeMember!>!
protected var mMergeThreshold: Int
protected val mMMatrix: Matrix4!
protected var mOutside: MutableList<IGraphNodeMember!>!
protected var mOverlap: Int
protected var mParent: A_nAABBTree!
protected val mPosition: Vector3!
protected var mRecursiveAdd: Boolean
protected var mRecursiveRemove: Boolean
protected var mShrinkThreshold: Int
protected var mSplit: Boolean
protected var mSplitThreshold: Int
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
protected open fun removeFromMembers(object: IGraphNodeMember!): Unit
open fun removeObject(object: IGraphNodeMember!): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember!>!): Unit
protected open fun setBounds(member: IGraphNodeMember!): Unit
protected open fun setBounds(child: Int): Unit
protected open fun setChildRegion(region: Int, side_lengths: Vector3!): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
protected open fun shrink(): Unit
protected open fun shrinkAddObject(object: IGraphNodeMember!): Unit
protected open fun split(): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember!): Unit
interface IGraphNode
interface IGraphNode
interface IGraphNodeMember
interface IGraphNodeMember
open class Octree : A_nAABBTree
Module Contents
Octree()
Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
protected static val COLORS: IntArray!
protected open fun destroy(): Unit
protected open fun init(): Unit
protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
protected open fun split(): Unit
open fun toString(): String
open class Octree : A_nAABBTree
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Octree()
Octree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
Octree(parent: Octree!, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
protected static val COLORS: IntArray!
protected open fun destroy(): Unit
protected open fun init(): Unit
protected open fun setChildRegion(octant: Int, side_lengths: Vector3!): Unit
protected open fun split(): Unit
open fun toString(): String
package org.rajawali3d.terrain
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open class SquareTerrain : Terrain
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protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
open fun contains(x: Double, z: Double): Boolean
open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
open fun getAltitude(x: Double, z: Double): Double
open fun getDivisions(): Int
open fun getExtensionX(): Double
open fun getExtensionZ(): Double
open fun getHeights(): Array<DoubleArray!>!
open fun getMaxAltitude(): Double
open fun getMaxTemperature(): Double
open fun getMinAltitude(): Double
open fun getMinTemperature(): Double
open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
open fun getPercAltitude(i: Int, j: Int): Double
open fun getTemperature(x: Double, z: Double): Double
open class Parameters
open fun setScale(scale: Double): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScaleX(scaleX: Double): ATransformable3D!
open fun setScaleY(scaleY: Double): ATransformable3D!
open fun setScaleZ(scaleZ: Double): ATransformable3D!
open class SquareTerrain : Terrain
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protected SquareTerrain(divisions: Int, terrain: Array<DoubleArray!>!, normals: Array<Array<Vector3!>!>!, temperature: Array<DoubleArray!>!, xScale: Double, zScale: Double)
open fun contains(x: Double, z: Double): Boolean
open static fun createParameters(hMapBitmap: Bitmap!): SquareTerrain.Parameters!
open fun getAltitude(x: Double, z: Double): Double
open fun getDivisions(): Int
open fun getExtensionX(): Double
open fun getExtensionZ(): Double
open fun getHeights(): Array<DoubleArray!>!
open fun getMaxAltitude(): Double
open fun getMaxTemperature(): Double
open fun getMinAltitude(): Double
open fun getMinTemperature(): Double
open fun getNormalAt(x: Double, z: Double, normal: Vector3!): Unit
open fun getPercAltitude(i: Int, j: Int): Double
open fun getTemperature(x: Double, z: Double): Double
open class Parameters
open fun setScale(scale: Double): ATransformable3D!
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D!
open fun setScaleX(scaleX: Double): ATransformable3D!
open fun setScaleY(scaleY: Double): ATransformable3D!
open fun setScaleZ(scaleZ: Double): ATransformable3D!
open class Terrain : Object3D
open class Terrain : Object3D
open class TerrainGenerator
open class TerrainGenerator
package org.rajawali3d.util
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open class ArrayUtils
open class ArrayUtils
open class Capabilities
open class Capabilities
open class GLU
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GLU()
open static fun gluErrorString(error: Int): String!
open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
open class GLU
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GLU()
open static fun gluErrorString(error: Int): String!
open static fun gluLookAt(gl: GL10!, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10!, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10!, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, win: DoubleArray!, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray!, modelOffset: Int, project: DoubleArray!, projectOffset: Int, view: IntArray!, viewOffset: Int, obj: DoubleArray!, objOffset: Int): Int
class Intersector
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Intersector()
static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
class Intersector
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Intersector()
static fun intersectRayPlane(rayStart: Vector3!, rayEnd: Vector3!, plane: Plane!, hitPoint: Vector3!): Boolean
static fun intersectRaySphere(rayStart: Vector3!, rayEnd: Vector3!, sphereCenter: Vector3!, sphereRadius: Double, hitPoint: Vector3!): Boolean
static fun intersectRayTriangle(rayStart: Vector3!, rayEnd: Vector3!, t1: Vector3!, t2: Vector3!, t3: Vector3!, hitPoint: Vector3!): Boolean
interface IObjectPicker
interface IObjectPicker
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianOutputStream : FilterOutputStream
open class LittleEndianOutputStream : FilterOutputStream
open class ObjectColorPicker : IObjectPicker
open class ObjectColorPicker : IObjectPicker
interface OnFPSUpdateListener
interface OnFPSUpdateListener
interface OnObjectPickedListener
interface OnObjectPickedListener
class RajLog
class RajLog
class RawShaderLoader
class RawShaderLoader
open class RayPicker : IObjectPicker
open class RayPicker : IObjectPicker
open class ScreenGrab
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ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
open class ScreenGrab
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ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap!
open static fun saveAsImage(width: Int, height: Int, path: String!): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String!, compressFormat: CompressFormat!, quality: Int): Unit
package org.rajawali3d.util.egl
package org.rajawali3d.view
package org.rajawali3d.visitors
package org.rajawali3d.vr
package org.rajawali3d.vr.materials
package org.rajawali3d.vr.materials.shaders
package org.rajawali3d.vr.renderer
package org.rajawali3d.vr.surface
package org.rajawali3d.wallpaper
package org.rajawali3d.wear
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open class EmptyGL10 : GL10
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EmptyGL10()
open fun glActiveTexture(texture: Int): Unit
open fun glAlphaFunc(func: Int, ref: Float): Unit
open fun glAlphaFuncx(func: Int, ref: Int): Unit
open fun glBindTexture(target: Int, texture: Int): Unit
open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
open fun glClear(mask: Int): Unit
open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glClearDepthf(depth: Float): Unit
open fun glClearDepthx(depth: Int): Unit
open fun glClearStencil(s: Int): Unit
open fun glClientActiveTexture(texture: Int): Unit
open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit
open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit
open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun glCullFace(mode: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit
open fun glDepthFunc(func: Int): Unit
open fun glDepthMask(flag: Boolean): Unit
open fun glDepthRangef(zNear: Float, zFar: Float): Unit
open fun glDepthRangex(zNear: Int, zFar: Int): Unit
open fun glDisable(cap: Int): Unit
open fun glDisableClientState(array: Int): Unit
open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit
open fun glEnable(cap: Int): Unit
open fun glEnableClientState(array: Int): Unit
open fun glFinish(): Unit
open fun glFlush(): Unit
open fun glFogf(pname: Int, param: Float): Unit
open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glFogfv(pname: Int, params: FloatBuffer!): Unit
open fun glFogx(pname: Int, param: Int): Unit
open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glFogxv(pname: Int, params: IntBuffer!): Unit
open fun glFrontFace(mode: Int): Unit
open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glGenTextures(n: Int, textures: IntBuffer!): Unit
open fun glGetError(): Int
open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit
open fun glGetString(name: Int): String!
open fun glHint(target: Int, mode: Int): Unit
open fun glLightf(light: Int, pname: Int, param: Float): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit
open fun glLightModelf(pname: Int, param: Float): Unit
open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit
open fun glLightModelx(pname: Int, param: Int): Unit
open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit
open fun glLightx(light: Int, pname: Int, param: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit
open fun glLineWidth(width: Float): Unit
open fun glLineWidthx(width: Int): Unit
open fun glLoadIdentity(): Unit
open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit
open fun glLoadMatrixf(m: FloatBuffer!): Unit
open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit
open fun glLoadMatrixx(m: IntBuffer!): Unit
open fun glLogicOp(opcode: Int): Unit
open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit
open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit
open fun glMatrixMode(mode: Int): Unit
open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit
open fun glMultMatrixf(m: FloatBuffer!): Unit
open fun glMultMatrixx(m: IntArray!, offset: Int): Unit
open fun glMultMatrixx(m: IntBuffer!): Unit
open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit
open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glPixelStorei(pname: Int, param: Int): Unit
open fun glPointSize(size: Float): Unit
open fun glPointSizex(size: Int): Unit
open fun glPolygonOffset(factor: Float, units: Float): Unit
open fun glPolygonOffsetx(factor: Int, units: Int): Unit
open fun glPopMatrix(): Unit
open fun glPushMatrix(): Unit
open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
open fun glSampleCoverage(value: Float, invert: Boolean): Unit
open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
open fun glScalef(x: Float, y: Float, z: Float): Unit
open fun glScalex(x: Int, y: Int, z: Int): Unit
open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun glShadeModel(mode: Int): Unit
open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun glStencilMask(mask: Int): Unit
open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit
open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit
open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit
open fun glTranslatef(x: Float, y: Float, z: Float): Unit
open fun glTranslatex(x: Int, y: Int, z: Int): Unit
open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit
open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
abstract class WatchFaceService : Gles2WatchFaceService
abstract class WatchRenderer : Renderer
abstract class WearActivity : WearableActivity